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UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/DialogueWaveDetails.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "DialogueWaveDetails.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/SWidget.h"
#include "Layout/Margin.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SBoxPanel.h"
#include "EditorStyleSet.h"
#include "IDetailChildrenBuilder.h"
#include "Framework/Application/SlateApplication.h"
#include "Widgets/Layout/SBorder.h"
#include "Widgets/Text/STextBlock.h"
#include "Widgets/Layout/SBox.h"
#include "Widgets/Input/SEditableTextBox.h"
#include "Widgets/Input/SButton.h"
#include "Sound/DialogueTypes.h"
#include "Sound/DialogueWave.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 "DetailLayoutBuilder.h"
#include "DetailCategoryBuilder.h"
#include "IDetailsView.h"
#include "DialogueWaveWidgets.h"
#define LOCTEXT_NAMESPACE "DialogueWaveDetails"
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
FDialogueContextMappingNodeBuilder::FDialogueContextMappingNodeBuilder(IDetailLayoutBuilder* InDetailLayoutBuilder, const TSharedPtr<IPropertyHandle>& InPropertyHandle)
: DetailLayoutBuilder(InDetailLayoutBuilder)
, ContextMappingPropertyHandle(InPropertyHandle)
, LocalizationKeyFormatPropertyHandle(ContextMappingPropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FDialogueContextMapping, LocalizationKeyFormat)))
, LastLocalizationKeyErrorUpdateTimestamp(0.0)
{
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
check(LocalizationKeyFormatPropertyHandle.IsValid());
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
void FDialogueContextMappingNodeBuilder::GenerateHeaderRowContent(FDetailWidgetRow& NodeRow)
{
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
if (ContextMappingPropertyHandle->IsValidHandle())
{
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
const TSharedPtr<IPropertyHandle> ContextPropertyHandle = ContextMappingPropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FDialogueContextMapping, Context));
if (ContextPropertyHandle->IsValidHandle())
{
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
const TSharedPtr<IPropertyHandle> SpeakerPropertyHandle = ContextPropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FDialogueContext, Speaker));
const TSharedPtr<IPropertyHandle> TargetsPropertyHandle = ContextPropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FDialogueContext, Targets));
const TSharedPtr<IPropertyHandle> ParentHandle = ContextMappingPropertyHandle->GetParentHandle();
const TSharedPtr<IPropertyHandleArray> ParentArrayHandle = ParentHandle->AsArray();
uint32 ContextCount;
ParentArrayHandle->GetNumElements(ContextCount);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
TSharedRef<SWidget> ClearButton = PropertyCustomizationHelpers::MakeDeleteButton(FSimpleDelegate::CreateSP(this, &FDialogueContextMappingNodeBuilder::RemoveContextButton_OnClick),
ContextCount > 1 ? LOCTEXT("RemoveContextToolTip", "Remove context.") : LOCTEXT("RemoveContextDisabledToolTip", "Cannot remove context - a dialogue wave must have at least one context."),
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
ContextCount > 1);
NodeRow
[
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.FillWidth(1.0f)
[
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
SNew(SBorder)
.BorderImage(FEditorStyle::GetBrush("DialogueWaveDetails.HeaderBorder"))
[
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
SNew(SDialogueContextHeaderWidget, ContextPropertyHandle.ToSharedRef(), DetailLayoutBuilder->GetThumbnailPool().ToSharedRef())
]
]
+SHorizontalBox::Slot()
.Padding(2.0f)
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
.AutoWidth()
[
ClearButton
]
];
}
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
void FDialogueContextMappingNodeBuilder::Tick(float DeltaTime)
{
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
const double CurrentTime = FSlateApplication::Get().GetCurrentTime();
if ((CurrentTime - LastLocalizationKeyErrorUpdateTimestamp) >= 1.0)
{
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
LocalizationKeyFormatEditableText_UpdateErrorText();
}
}
void FDialogueContextMappingNodeBuilder::GenerateChildContent(IDetailChildrenBuilder& ChildrenBuilder)
{
if (ContextMappingPropertyHandle->IsValidHandle())
{
const TSharedPtr<IPropertyHandle> SoundWavePropertyHandle = ContextMappingPropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FDialogueContextMapping, SoundWave));
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3497164) #lockdown Nick.Penwarden #rb none ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3433074 by Matt.Kuhlenschmidt Fix crash when clicking on certian tutorial blueprints. #jira UE-44593 Change 3433075 by Matt.Kuhlenschmidt Remove hittest grid log spam. The underlying problem causing this has been fixed Change 3433077 by Matt.Kuhlenschmidt Fix lighting becoming unbuilt when mesh painting #jira UE-44837 Change 3433081 by Matt.Kuhlenschmidt PR #3553: Crashfix for static array properties (Contributed by Pierdek) Change 3433104 by Alexis.Matte Make sure re-import skeletal mesh follow the import morph option #jira UE-42846 Change 3434825 by Matt.Kuhlenschmidt Fix crash when GC happens while the vr editor radial menu is open. Change 3434831 by Matt.Kuhlenschmidt Added missing file Change 3434868 by Shaun.Kime If you have a reroute node between a Material Function texture input and its usage, the parent material will fail to resolve the reroute node. #jira ue-44670 Change 3434998 by Alexis.Matte Meshes editors material/section panel are now fully transactional - Staticmesh editor: section material slot, section cast shadow, section collision, material slot instance, material slot name - Skeletal mesh editor: material slot instance, material slot name Also fix some transaction description #jira UE-44462 Change 3435195 by Jamie.Dale Fixed incorrect handling of some LTR scripts that require shaping These scripts need to go through HarfBuzz, and this also fixes a case where HarfBuzz wasn't applying font scale correctly. #jira UE-44767 Change 3435199 by Jamie.Dale Fixed some crashes/artifacts with bidirectional text It was possible for a line to compute an incorrect range, which could cause crashes or other highlighting issues. The highlighting logic has also been updated as the old code didn't handle all bidirectional cases correctly. Change 3435200 by Jamie.Dale Fixed a grapheme cluster metrics issue in the font editor viewport The viewport also now respects the default shaping method CVar. Change 3435771 by Alexis.Matte Fix degenerated bounds calculation for skeletalmesh when the skeleton is remove from a re-import (PhysicAsset API change, adding 1 function) #jira UE-44609 Change 3436856 by Jamie.Dale Added some missing Unicode block ranges Change 3436914 by Jamie.Dale Adding some missing combining character ranges to the text shaper Change 3436923 by Alexis.Matte PR #3463: Get bounds for all triangles, not just the first one. WedgeIndex was . (Contributed by DaveC79) #jira UE-43764 Change 3436948 by Jamie.Dale Updated the Portal to use the predefined Unicode block ranges Change 3436961 by Max.Chen Sequencer: Show camera shake/anim track menus even if there aren't any assets. Change 3437244 by Max.Chen Sequencer: Clear locked cameras when releasing Sequencer. #jira UE-44967 Change 3437515 by Arciel.Rekman UBT: improvements for LocalExecutor. - Larger number of parallel jobs on 16GB+ machines. - Use WaitForExit() instead of polling. - Tested on Linux and Mac. Change 3437629 by Matt.Kuhlenschmidt Improve asset import data display in static and skeletal meshes Change 3438047 by Arciel.Rekman Fix overlapping ranges being passed to memcpy(). Change 3438822 by Yannick.Lange ViewportInteraction: Move gizmo handle files to make them private. Change 3438906 by Matt.Kuhlenschmidt PR #3556: Git Plugin: fix new option "init Git LFS" that make assets read-only (master/UE4.17) (Contributed by SRombauts) Change 3438907 by Matt.Kuhlenschmidt PR #3565: add -quality option to buildlighing commandlet (Contributed by kayama-shift) Change 3438908 by Matt.Kuhlenschmidt PR #3558: UE-44862: Always update SColorPicker color on OK button (Contributed by projectgheist) Change 3439393 by Matt.Kuhlenschmidt Force highest LOD for highres screenshots Change 3439819 by Matt.Kuhlenschmidt Turned FAssetData into a struct for some upcoming script exposure of FAssetData Change 3439949 by Arciel.Rekman Fixed selection logic for the UE4_LINUX_USE_LIBCXX environment variable. - Allows disabling libc++ by setting the variable to 0. - Pull request #3576 contributed by jared-improbable. Change 3441078 by Jamie.Dale The culture/language/locale console commands are now available in all build configs Change 3441109 by Jamie.Dale Text containing surrogate pairs now runs through HarfBuzz when shaping in Auto mode This is needed as the kerning-only shaping code assumes that everything is within the BMP Change 3441275 by Matt.Kuhlenschmidt Disable spinning on location and scale. These dont work because we have no notion of infinite spinning Change 3442748 by Yannick.Lange ViewportInteraction: Remove unused console variables. Change 3442775 by James.Golding Add support for editing MaterialFunctions to MaterialEditingLibrary Pull Material recompile/update code into UMaterialEditingLibrary::RecompileMaterial Pull MaterialFunction update code into UMaterialEditingLibrary::UpdateMaterialFunction util Move RebuildMaterialInstanceEditors to UMaterialEditingLibrary Added test content for Material/MaterialFunction editing Add needed BlueprintReadWrite to expressions (constants, function input/output) Expose UMaterialExpressionMaterialFunctionCall::SetMaterialFunction to BP, rename old func (which takes old function) to SetMaterialFunctionEx, also expose GetInputNameWithType Change 3442779 by James.Golding Fix header order Change 3442817 by Yannick.Lange ViewportInteraction: Add can execute checks for level editor commands. Change 3443038 by Michael.Dupuis #jira UE-43377: When you select a foliage actor we will move all instance contained in it to the new level as we can't move a foliage actor Only permit moving foliage instance if there is some selected Change 3443855 by Michael.Dupuis #jira UE-44885: Unregister from PerModuleDataObjects when the object is destroyed Change 3446096 by Max.Chen Sequencer: Add OnFinished() event when a level sequence completes playback #jira UE-45173 Change 3446097 by Max.Chen Sequencer: Evaluate one last time before the sequence is torn down and reset #jira UE-45174 Change 3446242 by Jamie.Dale Fixed caret not appearing in empty text layouts Caret selections have no range, and therefore have no width Change 3446361 by Matt.Kuhlenschmidt Fix WITH_EDITOR only functions causing generated code compile errors when the all functions on the class are WITH_EDITOR Change 3446457 by Alexis.Matte Polish the speed tree import dialog #jira UE-44963 Change 3446946 by Michael.Trepka Modified FWindowsWindow::GetRestoredDimensions to return correct window position for normal windows for which GetWindowPlacement returns position in workspace coordinates #jira UE-37934 Change 3447543 by Arciel.Rekman Reduce VMAs on Linux. - Trades off increased address space (VIRT in terms of ps/htop) for smaller number of distinct mappings (VMAs, virtual memory areas). This decreases possibility to run into vm.max_map_count limit on Linux. - Tested on Linux and Mac. Change 3448468 by Arciel.Rekman Fix race condition during creation of GMalloc. - On Mac GMalloc can be created on two different thread that are racing with each other - app's main thread and a system thread. Change 3449012 by Max.Chen Sequencer: Add time to transform, color and vector key structs so that key times are editable from the key editors. #jira UE-45089 Change 3449018 by Max.Chen Sequencer: Add OnCameraCut event that fires when there is a camera cut. #jira UE-45137 Change 3449195 by Max.Chen Sequencer: Add setting for limit scrubbing to playback range. #jira UE-43502 Change 3449198 by Max.Chen Sequencer: Reorder hierarchical bias so that group priority takes precedence. Change 3449217 by Max.Chen Sequencer: Add setting to activate realtime viewports when in sequencer. Change 3449219 by Max.Chen Sequencer: Focus on search boxes when opened. Change 3449238 by Max.Chen Sequencer: Assign actor should replace the actor itself after it has updated all the components. Also, replace components be fullname rather than by class. Change 3449239 by Max.Chen Sequencer: Fix offsets when moving multiple sections. Dragging should be clamped to the bounds that any of the selected sections hits against the unselected sections. Change 3449241 by Max.Chen Sequencer: Restore section selection after full tree rebuild. Change 3449279 by Max.Chen Sequencer: Set movie scene capture frames only when not using custom frames. This allows the user entered frame numbers to persist in config, rather than overwriting them when doing a "Render Shot" Change 3449280 by Max.Chen Sequencer: Spawn in the persistent level. Otherwise, they get spawned into whatever sublevel is current. #jira UE-44552 Change 3449294 by Max.Chen Sequencer: Null check for sequencer ed mode crash. Change 3449297 by Max.Chen Sequencer: Fix delay in sliding values. Mark changed when sliding values. Mark refresh immediately when committing values since OnValueChanged will be called and needs to have the correct value that was refreshed immediately. #jira UE-42866 Change 3449542 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3451507 by Matt.Kuhlenschmidt Fix extra slate uv coords not functioning on ES2 Change 3451510 by Matt.Kuhlenschmidt PR #3595: Fixed wrong colour for level status (Contributed by ronve) Change 3451529 by Alexis.Matte fbx scene importer: Make sure we set INVALID_UNIQUE_ID to node that has no attribute. #jira UE-34410 Change 3451611 by Yannick.Lange ViewportInteraction: Dragging gizmo without second pass for snapped calculations. Change 3452134 by Jamie.Dale Fixed constant font cache flushing if a widget had no font set Change 3452239 by Jamie.Dale Fixed constant font measure flushing if a widget had no font set Change 3452243 by Jamie.Dale Removed deprecated code for creating fonts from bulk data Change 3452277 by Jamie.Dale The concept of "stale" composite fonts is now editor-only Change 3452358 by Alexis.Matte Fbx scene importer: Do not remove existing attribute reference from the blueprint if the reimport of the associate mesh attribute is not tick. #jira UE-45232 Change 3452678 by Max.Chen Sequencer: Fix crash on export if there's no shot data. Change 3453057 by Matt.Kuhlenschmidt Exposed asset exporting to script Change 3453782 by Andrew.Rodham Sequencer: Fixed deterministic cooking issues with movie scene data - Movie scene signatures are now initialized in PostInitProperties - A warning is now presented when attempting to cook old data that was never serialized with a signature. - Removed redundant legacy data upgrade logic that could dirty level sequences on load. #jira UE-44912 Change 3453788 by Yannick.Lange ViewportInteraction: Custom scene proxy for gizmo handles. Change 3453938 by Max.Chen Sequencer: Hotkeys (shift , and shift .) to step to next/previous shot #jira UE-45119 Change 3454058 by Michael.Dupuis Fixed StaticAnalysis Change 3454077 by Max.Chen Sequencer: Fix not saving the pre-animated track value when creating a track/key. On pre object change, broadcast property change so that a track or key can be created. That track/key needs to be evaluated immediately so that the pre-animated state can be saved properly. This is done now with RefreshAllImmediately and is only called when a track has been created. Also, added a return value for OnKeyProperty, so that it's known what changed in particular (ie. track created, track modified, etc) Also, fixed transform keying so that if a transform track already exists for the object or the scene component, the existing track is used. #jira UE-45130 Change 3454108 by Nick.Darnell UMG - Fixing the WIC to properly record cursor delta so that scrollbars work. Change 3454109 by Jamie.Dale Cache the text layout source info in non-shipping builds so you can inspect it in the debugger Change 3454202 by Matt.Kuhlenschmidt Fix bogus error message about the number of usable texture coordinates on ES2 when compiling a UI domain material Change 3454390 by Yannick.Lange Fix creating a plugin in a C++ project opens a second instance of Visual Studio. Use SourceCodeAccessor to open solution when necessary. #jira UE-45035 Change 3454564 by Matt.Kuhlenschmidt #rnx Fix deprecation warnings Change 3455471 by Yannick.Lange ViewportInteraction: Fix entering and exiting VR Mode disables gizmo in desktop editor viewport. #jira UE-44965 Change 3456183 by Max.Chen Sequencer: Auto key, auto track refactor. Auto key - create a key when the property changes and there's an existing track. Auto track - create a track when the property changes. This is only exposed in the level sequence editor. All - create a key and a track when the property changes. This is only exposed in VR Editor. None - do nothing. #jira UE-43469 Change 3456349 by Andrew.Rodham Sequencer: Only perform legacy signature checks on instances, and only where signatures match the CDO Change 3456678 by Alexis.Matte Allow to add null level instance override material via the advance material array. But still limit the override material number to the mesh material number. #jira UE-45306 Change 3456945 by Max.Chen UMG: Add restore state to 2d transform section. #jira UE-45372 Change 3457196 by Arciel.Rekman Linux: serialize allocations from the memory pool. Change 3458434 by Max.Chen Sequencer: Remove obsolete set tick prerequites functions. Change 3458671 by James.Golding Added MIC editing support to MaterialEditingLibrary Fix static analysis warning Change 3458888 by Matt.Kuhlenschmidt PR #3615: More detailed log messages for debugging warnings/errors (Contributed by projectgheist) Change 3458893 by Matt.Kuhlenschmidt PR #3583: UE-44960: Delta value wasn't being used (Contributed by projectgheist) Change 3458895 by Matt.Kuhlenschmidt Fix typo Change 3458902 by Matt.Kuhlenschmidt PR #3607: Improved InputKeySelector functionality (Contributed by projectgheist) Change 3458917 by Matt.Kuhlenschmidt Fix crash with invalid object properties in the class picker #jira UE-39000 Change 3458939 by Matt.Kuhlenschmidt Fix compile error Change 3458984 by andrew.porter QAGame: Initial check in of sequencer smoke test map Change 3459510 by Matt.Kuhlenschmidt Fixed ensure when deleting a map that contains build data which also happens to be the currently loaded map. #jira UE-45052 Change 3460985 by Max.Chen Sequencer: Snap play time to keys now allows scrubbing between keys and snaps to key times within a certain screenspace tolerance. #jira UE-45090 Change 3461698 by Arciel.Rekman Avoid using ARRAY_COUNT in Vulkan. - Sometimes those arrays can have no extensions whatsoever, and it is illegal to declare a 0 element C array. Change 3462053 by Max.Chen Sequencer: Show sequencer spawnables in the world outliner and add the icon overlay for spawnables. #jira UE-43470 Change 3462139 by Max.Chen Property Editor: Add objects to FPropertyAndParent Change 3462202 by Arciel.Rekman Fix FSocket::Recv() blocking with Peek when there's no data. Change 3462253 by Nick.Darnell Slate - New Clipping System Clipping is now a stateful choice made during composition of the slate hierarchy. Previously every widget got to respect or modify the clipping rect on an as needed basis. The problem was that clipping was only allowed in the layout space of the widget, and it wasn't possible to properly clip elements with render transforms. The new system permits all kinds of transforms on any widget, and they will all be clipped correctly. It tries to use Scissor Rects as they are much cheaper, but will switch over to stenciling if need be to represent a complicated masking structure with several rotated clipping rects all needed to be combined together. Here are the new clipping states a widget can have, almost all widgets are set to No. Only change it from No if your widget actually needs to clip, generally speaking most widgets don't need to clip. /** * This widget does not clip children, it and all children inherit the clipping area of the last widget that clipped. */ Inherit, /** * This widget clips content the bounds of this widget. It intersects those bounds with any previous clipping area. */ ClipToBounds, /** * This widget clips to its bounds. It does NOT intersect with any existing clipping geometry, it pushes a new clipping * state. Effectively allowing it to render outside the bounds of hierarchy that does clip. * * NOTE: This will NOT allow you ignore the clipping zone that is set to [Yes - Always]. */ ClipToBoundsWithoutIntersecting UMETA(DisplayName = "Yes - Without Intersecting (Advanced)"), /** * This widget clips to its bounds. It intersects those bounds with any previous clipping area. * * NOTE: This clipping area can NOT be ignored, it will always clip children. Useful for hard barriers * in the UI where you never want animations or other effects to break this region. */ ClipToBoundsAlways UMETA(DisplayName = "Yes - Always (Advanced)"), /** * This widget clips to its bounds when it's Desired Size is larger than the allocated geometry * the widget is given. If that occurs, it behaves like [Yes]. * * NOTE: This mode was primarily added for Text, which is often placed into containers that eventually * are resized to not be able to support the length of the text. So rather than needing to tag every * container that could contain text with [Yes], which would result in almost no batching, this mode * was added to dynamically adjust the clipping if needed. The reason not every panel is set to OnDemand, * is because not every panel returns a Desired Size that matches what it plans to render at. */ OnDemand UMETA(DisplayName = "On Demand (Advanced)") - Large API Change - All FSlateDrawElement::Make_____ calls have been deprecated that involved passing in a clipping rect. You no longer should are passed a Clipping rect via OnPaint. You are still passed a rect, but this rect represents a Culling Rect, which is valuable if you need to just out right not paint things the user can't possibly see. If you were previously trying to determine if you should cull widgets, by doing something like this, if ( FSlateRect::DoRectanglesIntersect(MyClippingRect, CurWidget.Geometry.GetRenderBoundingRect()) ) That's no longer a good option since there are ways for widgets to ignore the culling bounds. You should convert anything like above to the one below, if (!SWidget::IsWidgetCulled(MyCullingRect, CurWidget)) To assist in debugging efforts, there are several new debugging console flags in Slate, Slate.ShowClipping 1 - Controls whether we should render a clipping zone outline. Yellow = Axis Scissor Rect Clipping (cheap). Red = Stencil Clipping (expensive). Slate.DebugCulling 1 - Disables pushing clipping or stencil rects to the GPU, but continues to intersect culling rects, so that you can tell if a widget is properly culling children it can't possibly draw. Slate.ShowTextDebugging 1 - Show debugging painting for text rendering. I've added a new Experimental Feathering Option, it adds AA geometry around the outside of Box and Image brushes. Slate.Feathering 1 If you're using RenderDoc or something similar, you can now enable render events for slate, so that you can better grok how we're batching and changing states for each UI render pass. Slate.EnableDrawEvents 1 #jira UE-4659 #rn Change 3462714 by Nick.Darnell Fixing a few more compiler issues with the clipping changes. Change 3462726 by Max.Chen Switch OnEditStructChildContentsChanged to use FObjectWriter instead of FMemoryWriter which supports serializeing UObjects. This fixes a crash when adding actor array elements to a user defined event struct. #jira UE-45431 Change 3462801 by Nick.Darnell Adding a UMG dependency to EngineTestBuild. Change 3462914 by Max.Chen Sequencer: Fix regression where spawnables aren't getting saved. Caused by 3407138 #jira UE-30007 #jira UE-39003 Change 3462946 by Nick.Darnell Automation - Tweaking the UI automation tests converting them over to use the new UI Screenshot automation test. Automation - Adding a blur widget test. Change 3462987 by Matt.Kuhlenschmidt Back out changelist 3458893 Change 3464774 by Matt.Kuhlenschmidt PR #3629: Bugfix: Missing small icon in Project Launcher profile editor (Contributed by aarmbruster) Change 3464785 by Nick.Darnell Fixing some clipping stuff in the editor. Change 3464830 by andrew.porter QAGame: Second pass on sequencer smoke test map Change 3464902 by Nick.Darnell Loading - Adding some additional checks to the the loading code to ensure we're on the main thread. Additionally adding a fix from UDN that prevents deadlocks in the rare case a user hits Alt+Tab in a fullscreen game while in a hard loading screen. Change 3464988 by Max.Chen Sequencer: Add attenuation settings for attached audio components. #jira UE-33080 Change 3465024 by Nick.Darnell MoviePlayer - Impoving the playback mode displaynames. Change 3465074 by Arciel.Rekman Fix shadowing issues of GraphicsPSOInit. Change 3465097 by Matt.Kuhlenschmidt Some refactoring of the details panel Exposed new methods of adding a struct on scope to a details panel and have it work properly with customizations. The scruct on scope has a "fake" ustructproperty that allows the details panel to show the whole struct not just an individual property. Refactored the API for adding rows to details panels to make it more consistent\ AddChildCustomBuilder->AddCustomBuilder AddChildGroup->AddGroup AddChildContent->AddCustomRow AddChildPropert->AddProperty AddChildStructure->AddExternalStructureProperty AddStructure->AddAllExternalStructureProperties AddExternalProperty->AddExternalObjectProperty or AddExternalStructureProperty Change 3465186 by Max.Chen Sequencer: Save the BindingID in the pre animated token producer so that it can be destroyed properly. This fixes a bug where the default state of a spawnable isn't saved. #jira UE-43780 Change 3465315 by Matt.Kuhlenschmidt Fix Fortnite and Orion details panel customization warnings Change 3465424 by Nick.Darnell Automation - Moving the step for setting the link to the automation reports to be set before we start the engine. Change 3465488 by Nick.Darnell Automation - Forcing textures to load before taking screenshot, so that the scene gets another opportunity to render before we render with Slate. This should fix the Blur UI Test. Change 3466277 by Arciel.Rekman Linux: fix window drift when dragging (UE-40380). - Change by Cengiz Terzibas. Change 3466370 by Nick.Darnell UMG - Fixing the colors for the resize handle in the designer. Change 3466372 by Nick.Darnell UMG - Fixing the ruler ticks sometimes not being drawn. Change 3466374 by Nick.Darnell UMG - Fixing the designer showing multiple options for sequencer. Change 3466377 by Nick.Darnell UMG - Cleaning up some clipping bits. Change 3467025 by Andrew.Rodham Re-saving assets that contain legacy (<4.15) movie scene data to remove deterministic cook warning. If conflicts arise during merging of these assets, please ignore the changes made in dev-editor, and accept game-side changes. (CIS step 62283298, jobId 7773146) (CIS step 62283297, jobId 7773146) Change 3467099 by Max.Chen Fix GetObjectPropertyClass ensure logic. This was returning UObject::StaticClass when valid. Change 3467172 by Max.Chen Sequencer: Evaluation optimizations. Also, fixes subsequences not getting expired, leaving dangling spawnables. #jira UE-43690 Change 3467192 by Matt.Kuhlenschmidt Fix transactions getting stuck in the color grading controls. This prevents PIE from working properly and causes shutdown crashes #jira UE-45527 Change 3467251 by Yannick.Lange ViewportInteraction: Fix scale and rotation snap while dragging with two lasers. #jira UE-43489 Change 3467331 by Matt.Kuhlenschmidt Fix D3D shader compiler hard coding shader path and not giving proper warnings when it cannot find the shaders Change 3467335 by Matt.Kuhlenschmidt Remove DarkStyle attribute from SNumericEntryBox and allow a spin box style to be passed to it. Change 3467558 by Max.Chen Scene Outliner: Generic support to add default columns to a scene outliner. Change 3467565 by Jamie.Dale Removing old screenshot data for test Change 3467589 by Nick.Darnell Editor - Random cleanup. Change 3467596 by Nick.Darnell Progress Bar - Exposing Border Padding to UMG. Change 3467600 by Nick.Darnell Slate - Adjusting the rendering of the splitter, previously it could be off by a pixel or two, which becomes more apparent now with the clipping changes. Change 3467601 by Max.Chen Property Editor: Fix static analysis warning Change 3467662 by Nick.Darnell Automation - Fixing a bug with the screenshot comparison tool not replacing (removing) the old screenshot data. Change 3467674 by Max.Chen Property Editor: Fix static analysis warning Change 3467737 by Max.Chen Sequencer: Added OnMovieSceneBindingsChanged delegate Change 3468053 by tim.gautier QAGame: Updating Editor Smoke Map - Updated landscapes into Stations for testing - Added Foliage Sublevel Change 3468194 by Arciel.Rekman Linux: fix problems communicating with various STL-using libs. - Stop hiding global new/delete signatures. - Disable CEF3 since this change uncovers the problem with libcef.so not built to use bundled libpng. Change 3468678 by Max.Chen Sequencer: Set "Sequencer Actor" tag before setting the actor label so that the outliner refreshes after the actor has the tag. Change 3469314 by tim.gautier QAGame: Added Painted Foliage / Spline section to EditorSmoke map Change 3469377 by Nick.Darnell Slate - Fixing some warnings in a couple of sample games due to the clipping changes. #rnx Change 3469767 by Max.Chen Sequencer: Outliner column and sequencer binding data #jira UE-43470 Change 3469974 by Arciel.Rekman Fix code projects not working in Linux installed build. Change 3470082 by Nick.Darnell Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread. Change 3470174 by Nick.Darnell Slate - Get the last widget in a widget path utility. Change 3470176 by Nick.Darnell UMG - User Widgets now have an easy way to know if they're part of or have been removed from the focused widget path, which is handy for doing effects. Change 3470261 by Nick.Darnell Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread. Change 3470286 by Max.Chen Sequencer: Scene Component's HiddenInGame now goes through the VisibilityTrack and the visibility template. Change 3470366 by Nick.Darnell Slate - We now version focus per user, that way during focus events, we can safely abort focus events and state transitions if someone interrrupts the active focus event with something new. Change 3470649 by Matt.Kuhlenschmidt Fix deprecation warnings Change 3470695 by Matt.Kuhlenschmidt Fixed typo #jira UE-45580 Change 3470721 by Matt.Kuhlenschmidt Fix static analysis Change 3471254 by Michael.Dupuis #jira UE-42952: Keep occlusion result per view Change 3471287 by Nick.Darnell UMG - Render Focus Rule now defaults to never. Change 3471291 by Nick.Darnell Slate - Fixing FSlateRenderer* change fallout. Change 3471299 by Nick.Darnell Slate - Fixing FSlateRenderer* change. Change 3471323 by Nick.Darnell Automation - Fixing automation and Static Analysis warning. Change 3471413 by andrew.porter QAGame: Added test content for anim blending and material parameteres to sequencer smoke level Change 3471649 by Max.Chen Sequencer: Modify the track when adding animation #jira UE-45618 Change 3471659 by Matt.Kuhlenschmidt Added a way to check if a movie is playing from the engine. Prevented viewport redraws for canvas loading screens if a slate based loading movie is playing Change 3471734 by Matt.Kuhlenschmidt Added basic material hookup to USD. Similar to FBX it will find materials based on rules specified by the user in the import settings Change 3472176 by Nick.Darnell UMG - Improving the display of the +Track menu in sequencer for UMG. Renamed it from +Add, which is repetitve to +Track. Additionally, the dropdown now shows the currently selected widgets, as well as a submenu containing all the 'important' widgets, so we no longer populate that list with a ton of irrelevant widgets that are just Buton_1 - N, which is pointless in showing people, they'll never guess which is the right button. Change 3472740 by Max.Chen Sequencer: Add GetThisFrameMetaData accessor Change 3472748 by Max.Chen Sequencer: Added OnBeginScrubbing and OnEndScrubbing event delegates Change 3472753 by Max.Chen Sequencer: Add EMovieSceneDataChangeType parameter to OnMovieSceneDataChanged delegate Change 3472870 by Nick.Darnell Clipping - Fixing the deprecated tip for scissor rect boxes to be correct. Removing it's usage from UT. Change 3473340 by Max.Chen Scene Outliner: Add ability to register additional filters Change 3473348 by Max.Chen Details View: Make ForceRefresh virtual. Added accessors to delegates (ie. GetIsPropertyReadOnlyDelegate) Change 3473441 by Max.Chen Sequencer: Autokey Refactor Part 2. Autokey is now a single toggleable state. Allow Edits Mode has 3 states: Allow All Edits - Allow any edits to occur, some of which may produce tracks/keys or modify default properties. Allow Sequencer Edits Only - All edits will produce either a track or a key. Allow Level Edits Only - Properties in the details panel will be disabled if they have a track. #jira UE-45229 Change 3473670 by Nick.Darnell Modules - The module manager no longer returns sharedptrs to IModuleInterfaces, this was the source of rare hard to track down crashes due to a shared ptr reference leak when GetModule was called on non-main threads. We now store a TUniquePtr internally, and only lease out raw pointers. #rn Change 3473711 by Nick.Darnell Disabling the ensure in the module manager. Change 3473747 by Max.Chen Sequencer: Fix tooltip Change 3474091 by Jamie.Dale Added a warning when cooking a UFontFace that is outered to a UFont asset These cause issues with iterative COTF, and should be split off into their own assets (as the UI has been asking people to do for several versions) Change 3475052 by Yannick.Lange VR Editor: Fix Crash when quitting the editor with VR Mode enabled. VR Editor was being enabled when saving the map on closing the editor. #jira UE-45415 Change 3475054 by Yannick.Lange Fix crash when adding a camera to the world in VR Mode the second time. The slate application did not reset when stop dragging in VR Mode, so the second time when starting to drag a camera out of the UI it would already by in a dragging state. #jira UE-45574 Change 3475263 by Nick.Darnell Fixing some additional cases of IModuleInteface SharedPtr usage. Change 3475268 by Max.Chen Sequencer: Set jumped state when looping playback. This fixes an issue where audio doesn't stop and restart when looped. #jira UE-45654 Change 3475269 by Max.Chen Scene Outliner: Additional filters should only apply to actor browsing mode Change 3475407 by Nick.Darnell Fixing some clipping / module shared ptr changes in the launcher code. Change 3475542 by Max.Chen Sequencer: Update thumbnail and section highlighting to use new clipping behavior. #jira UE-45692 #jira UE-45689 Change 3475743 by Michael.Dupuis #jira UE-45183: When updating phyx region take into account simple collision mip Change 3475949 by Arciel.Rekman Remove PhysX deoptimization (no longer needed). - OR-24947 has been closed three months ago. Change 3476022 by Michael.Dupuis #jira UE-45560: Make sure we're not going out of range Change 3476063 by Michael.Dupuis #jira UE-45562: Do not try to unregister from static mesh if no static mesh is specified for the component Change 3476168 by Michael.Trepka Added handling of directory symlinks to FApplePlatformFile::IterateDirectory #jira UE-43704 Change 3476172 by Nick.Darnell Fixing a Imoduleinterface change. Change 3476183 by Jamie.Dale Exposing GoTo/ScrollTo to single-line editable text for API parity with multi-line editable text Change 3476385 by Arciel.Rekman Linux: handle symlinks when iterating directories. Change 3476522 by Michael.Trepka Solved a problem with Mac FMallocTBB::Malloc() returning nullptr for 0 bytes allocations, which is inconsistent with other platforms. On Mac we always scalable_aligned_malloc, which behaves differently than scalable_malloc, so for 0 bytes requests we allocate sizeof(size_t), which is exactly what scalable_malloc does internally in such case. Change 3476806 by Nick.Darnell UMG - Focus the designer after dropping a widget onto the surface. Change 3476809 by Nick.Darnell Curve Editor - Enable Clipping on the curve editor. Change 3477475 by Nick.Darnell Fixing a module interface shared ptr usage in UT. Change 3477553 by Yannick.Lange VR Editor: Removed AssetEditorPanelID and replaced it with TabManagerPanelID. A panel for AssetEditorPanelID was never created making it impossible to open an asset editor. Change 3477734 by Yannick.Lange VR Editor: Fix Warning: SetRelativeScale3D : Invalid Scale entered (X=inf Y=inf Z=inf). Resetting to 1.f. warning when adding CineCameraActor to World from Modes Panel. Make sure to not divide by zero when there is no boundary scale. #jira UE-44933 Change 3477761 by Jamie.Dale Some improvements to avoid loading the native .locres files twice when we don't need to Change 3477780 by Nick.Darnell PR #3250: Return correct VirtualUserIndex (Contributed by projectgheist) Change 3477786 by Nick.Darnell PR #3650: Changed TestNull to accept const pointers. (Contributed by e-agaubatz) Change 3477795 by Nick.Darnell PR #2844: UE-36936: Don't stretch container for Plugin Image (Contributed by projectgheist) Change 3478092 by Nick.Darnell PR #2341: Optional Middle Mouse Button panning in Graph Editor (Contributed by flipswitchingmonkey) Engine Edit - Made some small changes to the enum type, and some naming. Change 3478450 by Nick.Darnell Fixing some uninitialized variable errors. Change 3479827 by Andrew.Rodham Sequencer: Addressed serialization issues with some struct types Change 3479874 by Jamie.Dale Fixed "NativeGameLanguage" not being used correctly during localization initialization Change 3480012 by Andrew.Rodham Sequencer: Fixed loading tagged properties as native for track identifiers #jira UE-45823 Change 3480337 by Alexis.Matte Fix morph target crash missing some valid index check Change 3480804 by Alexis.Matte Fix crash with ColorGradingMode custom detail #jira UE-45638 Change 3480892 by Andrew.Rodham Sequencer: Ensure that movie scene sequences know about the editor object version #jira UE-45842 Change 3481073 by Nick.Darnell Fix the shader compiler error from main in Slate. Change 3481303 by Nick.Darnell UMG - Fixing a bug with the drag handle not working correctly in HDPI mode. Change 3481308 by Nick.Darnell Slate - Tweaking the IsWidgetCulled logic to consider both the layout and rendering bounds. If we do this, we get a much more desireable outcome for people that want to animate widgets and such and plan to have temporary animations to move the widget offscreen, but want the layout bounds to anchor that widget in the visible frame so that it animates even when normally it would be culled b/c the render transform and therefore the renderbounds moved it completely outside the culling rect. Change 3481629 by Max.Chen Sequencer: Add Level Sequence Actor as an output for CreateLevelSequencePlayer() #jira UE-45785 Change 3481899 by Yannick.Lange VR Editor: Added debug modetoggle command with an event that is broadcasted whenever this happens. Currently this is used to show all the floating UIs of the UI system to debug without HMD using VREd.ForceVRMode. Change 3481984 by Michael.Dupuis #jira UE-45845: always validate if we have a static mesh before trying to access it as user can decide to not assign one and use the tools Change 3482047 by Nick.Darnell Slate - Adding some comments to IsWidgetCulled. Change 3482110 by Nick.Darnell Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled. Change 3482136 by Jamie.Dale The CamelCase break iterator now treats digits around character tokens as part of the identifier Change 3482138 by Michael.Dupuis #jira UE-45854: Properly unregister during undo operation Change 3482150 by Michael.Dupuis #jira UE-45845 : Add missing nullcheck for GetStaticMesh Change 3482153 by Nick.Darnell Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled. Change 3482180 by Nick.Darnell UMG - Widget Components do not need to define a widget class to be rendererd, they can have native slate widgets only. This was a regression from main. Change 3482273 by Nick.Darnell UMG - Tweaking some more things about the widget component box outline. Change 3482308 by Alexis.Matte Fixing morph target smooth group support. Do not call FillSkeletalMeshImportData more then once on FbxNode since this fonction is doing some conversion and change the FbxNode, applying those conversion twice do not return the same faces smooth group. #jira UE-45696 Change 3482327 by Nick.Darnell UMG - More tweaks to the WidgetComponent so both shows the box outline, but works in game and VR editor. Change 3482705 by Andrew.Rodham Resaving assets that contain legacy data to suppress CIS warnings. - If conflicts arise in these assets, please take game-side changes and ignore these. Change 3484245 by Max.Chen Sequencer: Evaluate on end scrub. This fixes a bug where audio doesn't evaluate in a stopped position at the end of scrubbing, causing it to not stop all sounds. This fixes a bug introduced from 3365018 where evaluate on end scrub was removed. #jira UE-45905 Change 3484263 by Max.Chen Sequencer: Fix crash on forcing refresh of details panel on release. #jira UE-45911 Change 3484431 by Andrew.Rodham Resaving assets that contain legacy data to suppress CIS warnings. - If conflicts arise in these assets, please take game-side changes and ignore these. Change 3484474 by Alexis.Matte Fix the morph target animation curve name matching. #jira UE-20294 Change 3484475 by Alexis.Matte When removing a LOD, make sure we remove all morph target data associate to the LOD. Change 3484489 by Nick.Darnell PR #3668: UE-45908: Cache debug line locations when performing a LineTraceMulti (Contributed by projectgheist) #jira UE-45908 Change 3484692 by Nick.Darnell Slate - Reverting a change from a game stream. All Arranged Children don't need to allocated 42 to begin with. Do need to initialize WidgetPaths better. Change 3484703 by Nick.Darnell Player Input - Making the input event loop for players obey EKeys::NUM_TOUCH_KEYS, rather than being set to Touch10, as the maximum touch input amount, to make supporting greater than 10 touches easier. Also making the seeding of keys use EKeys::NUM_TOUCH_KEYS. #jira UE-43213 Change 3484918 by Jamie.Dale Fixed font measuring regression with RTL text RTL applies the character count to the next glyph, so it shouldn't process the end of the loop (this was how the older code used to work). Change 3485718 by Nick.Darnell Editor - Removing Super Search & User Feedback button. Change 3485719 by Nick.Darnell Portal - Removing SuperSearch. Change 3485751 by Matt.Kuhlenschmidt Fix crash accessing platformer game menu if the menu is open during a console based load #jira UE-45950 Change 3486047 by Arciel.Rekman Linux: add OpenEXR implementation (UE-40270). #jira UE-40270 Change 3486467 by Max.Chen Sequencer: Reset max tick rate when destroyed. #jira UE-45956 Change 3486477 by Max.Chen Sequencer: Refresh outliner when column is removed. #jira UE-45891 Change 3486667 by Andrew.Rodham Added missing include Change 3486724 by Andrew.Rodham Sequencer: Fixed curves with no default value, and no keys being evaluated and applied to properties - Also fixed an edge case where a zero (but non-animated) channel could be applied to a final transform Change 3486730 by Alexis.Matte In the Auto-Reimport options, hide the mout point only for the default /Game/ folder #UE-45684 Change 3486749 by Alexis.Matte Make sure the parent window of the monitor directory browse folder is set properly #jira UE-45682 Change 3486805 by Matt.Kuhlenschmidt Additional safety against invalid objects being accessed by slate Change 3486848 by Alexis.Matte Make sure Monitor folder feature support root mount point map folder During auto import, give priority to asset import factory over the scene import factory #jira UE-45691 Change 3486879 by Andrew.Rodham Removing obsolete QA assets Change 3486950 by Nick.Darnell PR #2281: Scrollbar missing features and SScrollbar fixes (Contributed by SNikon) Review - made some adjustments from the original. Change 3486954 by Nick.Darnell Slate - Moving the STableViewBase over to the FOverscroll class, rather than it's own clone. Change 3486967 by Nick.Darnell Slate - Fixing some HDPI calculations for fitting new windows on screen, it was using the unscaled size of the widgets for fitting, when it needed to scale them up. Change 3486970 by Andrew.Rodham Sequencer: Delay mouse capture until drag for sequencer time slider - Fixes context menus not opening as a result of mouse capture being taken on mouse down #jira UE-45937 Change 3486984 by Andrew.Rodham Sequencer: Improved blending type iconography Change 3486996 by Nick.Darnell UMG - Adding a way for games to opt-out of the slow widget path, to completely prevent them from being cooked. UMG - The movie data is no longer cloned for each new instance that inhabits. It now keeps a reference to the now publically accessible movie scene data on the class instead. Change 3487070 by Andrew.Rodham Sequencer: Added graphics for key areas that represent empty space Change 3487195 by Andrew.Rodham Sequencer: Changed evaluation groups to always flush implicitly - Due to the latent nature of blended token types, it's no longer safe to rely solely on execution token order between tracks - This fixes an issue where events set in the PostEvaluation stage were executed before blended token actuation Change 3487322 by Nick.Darnell PR #2457: Add .gitdeps.xml-files for plugins support (Contributed by bozaro) Change 3487363 by Nick.Darnell PR #2481: Fix for packing of a project with users plugins (Contributed by yatagarasu25) Change 3487439 by Nick.Darnell PR #2642: Changed private to protected in SVirtualJoystick.h (Contributed by Skylonxe) Change 3487500 by Arciel.Rekman Removed LinuxNativeDialogs. - No longer used; has been superceded by SlateDialogs since UE 4.8 (2 years ago). Change 3487630 by Lauren.Ridge Don't create Landscape Info Maps for Editor Preview Worlds or thumbnail worlds #jira UE-44885 Change 3487864 by Matt.Kuhlenschmidt Exposed the asset registry to blueprints and script. Works in editor scripts and runtime scripts AssetRegistry is now a UInterface object. Blueprint users can access various asset registry methods using the asset registry interface (via GetAssetRegistry) and various static helpers in the AssetRegistryHelpers object C++ users should still continue to use IAssetRegistry. Change 3487879 by Matt.Kuhlenschmidt Renamed asset tools uobject helper to UAssetToolsHelpers Change 3487926 by Lauren.Ridge Fixing reset to default not showing up for custom widgets #jira UE-44164 Change 3488184 by Matt.Kuhlenschmidt PR #3656: Make References/Referencers List copyable (Contributed by user37337) #jira UE-45763 Change 3488240 by Matt.Kuhlenschmidt Fix compiler issue Change 3488350 by Lauren.Ridge Landscape info map transactional state is based on its world's transactional state #jira UE-44885 #jira UE-46019 Change 3488412 by Matt.Kuhlenschmidt Fix reset to default showing up in two different places for some customizations Change 3488413 by Matt.Kuhlenschmidt Fix slate font customization Change 3488414 by Matt.Kuhlenschmidt Fix slate font customization Change 3488415 by Matt.Kuhlenschmidt Missed file Change 3488565 by Arciel.Rekman Add pretty printers for gdb (UETOOL-1171). - Committing shelf by Cengiz.Terzibas, with some modifications. #jira UETOOL-1171 Change 3489094 by Nick.Darnell Slate - The Slate RHI Renderer now caches the TextureLODGroups so that it can properly lookup the filtering of different texture groups that are set to Default, instead of a particular filter override on a texture. Engine/Rendering - Simplifying some of the setup logic in TextureLODSettings so that code is shared for setting them up properly after loading from a config file. Change 3489095 by Nick.Darnell PR #2699: GameViewportClient - Added a method to allow setting the viewport cur. (Contributed by rfenner) Review - Fixed spacing. Change 3489108 by Matt.Kuhlenschmidt Fix deprecation warning Change 3489120 by Nick.Darnell PR #3478: Fix possible UComboBoxString crash (Contributed by nakosung) Change 3489147 by Andrew.Rodham Sequencer: Adding return value to function to appease static analysis - This function is never compiled, and if it is, it won't compile, but static analysis doesn't know that Change 3489264 by Nick.Darnell Testing - Finishing the thought behind an enum comment. Change 3489265 by Nick.Darnell PR #2750: UE-35164: Button padding (Contributed by projectgheist) Change 3489267 by Nick.Darnell PR #3645: UE-45464: Handle SSlider mouse interaction more accurately (Contributed by projectgheist) Change 3489632 by Arciel.Rekman Correctness changes to MallocPoisonProxy. - Missing forwarding functions added. Incorrect comment removed. - Change by Steve.Robb, doing here so it is in 4.17. Change 3489689 by Arciel.Rekman More MallocPoisonProxy changes I missed in previous CL. Change 3489751 by Matt.Kuhlenschmidt Moved editor performance settings out of per-project settings so they can be shared across projects Change 3489837 by Lauren.Ridge Keyboard shortcut for entering/leaving VR Mode is now Alt+V Change 3491082 by Arciel.Rekman Linux: better fix for the crash due to name collision (UE-46040). - Put classes in Sequencer module into Sequencer namespace instead of SceneOutliner namespace. - Undid change in the SceneOutliner module. #jira UE-46040 Change 3491096 by Arciel.Rekman Fix UAT compilation on the newest mono. Change 3491240 by Max.Chen Sequencer: Disable key button when allow level edits only is on. #jira UE-46060 Change 3491406 by Yannick.Lange Fix editor crashes when opening a project that includes a plugin with more than two custom Volume classes. This issue was caused because registering show volume commands is based on finding volume classes. Finding these classes at multiple times resulted in a mismatch of the returned array of volume classes because modules/plugins were still being loaded. #jira UE-45806 Change 3491559 by Alexis.Matte Make sure we use the good preview mesh when doing a preview #jira UE-45963 Change 3491563 by Alexis.Matte Fix crash with staticmesh editor LodLevel selection Change 3491564 by Nick.Darnell UMG - Fixing an offset with the grab handles in HDPI mode. Change 3491595 by Nick.Darnell Editor - Fixing a clipping artifact in the pin type dropdown in the blueprint editor. Change 3491604 by Nick.Darnell Back out changelist 3489265 Change 3491615 by Arciel.Rekman Added malloc replay proxy (Linux only for now). - Allows to dump malloc callstream (without regard to threads) and replay later to study the behavior of different mallocs and/or repro problems. Change 3491684 by Arciel.Rekman Added FMalloc functions I missed. - Also moved function bodies into the .cpp file, this does not make a difference in performance in this case. Change 3491692 by Matt.Kuhlenschmidt Some minor fixes to the static mesh editor - Fix UV combo button looking non-standard on the toolbar - Fix a few combo buttons in the details panel looking too big. Change 3491702 by Arciel.Rekman Do not compile replay proxy-specific code when not used. Change 3491717 by Michael.Dupuis #jira UE-35083: The component is now the owner of the PerInstanceRenderData instead of the proxy Add an Update path to only update specified instances range Always call BuildTreeIfOutdated so we have a standard code path to make sure static mesh are fully loaded before trying to build the tree Moved the Instance Buffer aysnc to the base class, as it's not related to UHierarchicalInstancedStaticMeshComponent Expose a new property to decide if we require dynamic instance buffer Change 3491758 by Matt.Kuhlenschmidt Fix crash on static mesh editor shutdown Change 3491873 by Cody.Albert Fixed clipping issue in Sequencer curve editor #rnx Change 3491956 by Matt.Kuhlenschmidt Fix crash opening the Previewing sub-menu in the level editor settings menu #jira UE-46095 Change 3492046 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492076 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492165 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492222 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492274 by Michael.Dupuis #jira UE-46105: Fixed Clang warning Change 3492338 by andrew.porter QAGame: Testing ensure when submitting Change 3492371 by Nick.Darnell UMG - Reverting the animation sharing, cossed GLEO regressions in cooking. Will look for a better solution. Change 3492462 by Matt.Kuhlenschmidt Fix ensure checking in files through perforce Change 3492491 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492505 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492517 by Jamie.Dale The package localization ID is no longer used at all at runtime, and is now truly editor-only This should have always been the case, but it was leaked into manifest/archives/PO files in 4.14, and while 4.15 removed it from PO files it was still present in the manifest/archives. This change removes it entirely (unless gathering editor-only data, and even then the PO file will still collapse the entries together for translation), and the deprecated 4.14 export behavior will now produce an error if you attempt to use it. After taking this change you'll need to run a gather, import, and compile of your LocRes files to update your game localization to use the new localization IDs. Change 3492630 by Nick.Darnell UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. #jira UE-46124 Change 3492692 by Matt.Kuhlenschmidt Fix drop shadows inheriting the outline color of the font. The outline should still appear but not have a different outline color from fill color Change 3492714 by Matt.Kuhlenschmidt Added outline with drop shadow to font automation test Change 3492737 by Matt.Kuhlenschmidt Fix linux Change 3492992 by tim.gautier Resaving Ocean Widget Blueprints / Sequences to resolve Legacy Sequence Data warnings #jira UE-46132 Change 3493089 by Jamie.Dale Ensure that the composite font of a font asset is flushed when the font object is GC'd Change 3493322 by Jamie.Dale Fixing null crash #jira UE-45758 Change 3494467 by Andrew.Rodham Fix Xbox warning Change 3494852 by tim.gautier QAGame: Changed streaming method of QA-EditorSmoke-Landscape to Always Loaded Change 3494853 by Nick.Darnell Another attempt at fixing the automation blueprint SA warning. Change 3494896 by Arciel.Rekman Fix possible null pointer access during Vulkan init. - May fix static analysis warnings in UE-46142, although warnings seem to be referring to something else. #jira UE-46142 Change 3494987 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3495010 by Matt.Kuhlenschmidt Adding additional logging to track down html5 issue Change 3495212 by Michael.Dupuis #jira UE-46143: Properly init the InstanceRenderData during the cooking phase (required by fortnite) Change 3495536 by Jamie.Dale Updating UGameEngine to call its Super::PreExit after performing its own teardown This prevents UEngine cleaning up resources that UGameEngine still needs. #jira UE-46159 Change 3495551 by Arciel.Rekman Another attempt to fix analyzer problem (UE-46142). Change 3495794 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3495905 by Matt.Kuhlenschmidt Fix USD crash when importing a meshwith no material [CL 3499771 by Matt Kuhlenschmidt in Main branch]
2017-06-19 20:27:30 -04:00
ChildrenBuilder.AddProperty(SoundWavePropertyHandle.ToSharedRef());
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3497164) #lockdown Nick.Penwarden #rb none ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3433074 by Matt.Kuhlenschmidt Fix crash when clicking on certian tutorial blueprints. #jira UE-44593 Change 3433075 by Matt.Kuhlenschmidt Remove hittest grid log spam. The underlying problem causing this has been fixed Change 3433077 by Matt.Kuhlenschmidt Fix lighting becoming unbuilt when mesh painting #jira UE-44837 Change 3433081 by Matt.Kuhlenschmidt PR #3553: Crashfix for static array properties (Contributed by Pierdek) Change 3433104 by Alexis.Matte Make sure re-import skeletal mesh follow the import morph option #jira UE-42846 Change 3434825 by Matt.Kuhlenschmidt Fix crash when GC happens while the vr editor radial menu is open. Change 3434831 by Matt.Kuhlenschmidt Added missing file Change 3434868 by Shaun.Kime If you have a reroute node between a Material Function texture input and its usage, the parent material will fail to resolve the reroute node. #jira ue-44670 Change 3434998 by Alexis.Matte Meshes editors material/section panel are now fully transactional - Staticmesh editor: section material slot, section cast shadow, section collision, material slot instance, material slot name - Skeletal mesh editor: material slot instance, material slot name Also fix some transaction description #jira UE-44462 Change 3435195 by Jamie.Dale Fixed incorrect handling of some LTR scripts that require shaping These scripts need to go through HarfBuzz, and this also fixes a case where HarfBuzz wasn't applying font scale correctly. #jira UE-44767 Change 3435199 by Jamie.Dale Fixed some crashes/artifacts with bidirectional text It was possible for a line to compute an incorrect range, which could cause crashes or other highlighting issues. The highlighting logic has also been updated as the old code didn't handle all bidirectional cases correctly. Change 3435200 by Jamie.Dale Fixed a grapheme cluster metrics issue in the font editor viewport The viewport also now respects the default shaping method CVar. Change 3435771 by Alexis.Matte Fix degenerated bounds calculation for skeletalmesh when the skeleton is remove from a re-import (PhysicAsset API change, adding 1 function) #jira UE-44609 Change 3436856 by Jamie.Dale Added some missing Unicode block ranges Change 3436914 by Jamie.Dale Adding some missing combining character ranges to the text shaper Change 3436923 by Alexis.Matte PR #3463: Get bounds for all triangles, not just the first one. WedgeIndex was . (Contributed by DaveC79) #jira UE-43764 Change 3436948 by Jamie.Dale Updated the Portal to use the predefined Unicode block ranges Change 3436961 by Max.Chen Sequencer: Show camera shake/anim track menus even if there aren't any assets. Change 3437244 by Max.Chen Sequencer: Clear locked cameras when releasing Sequencer. #jira UE-44967 Change 3437515 by Arciel.Rekman UBT: improvements for LocalExecutor. - Larger number of parallel jobs on 16GB+ machines. - Use WaitForExit() instead of polling. - Tested on Linux and Mac. Change 3437629 by Matt.Kuhlenschmidt Improve asset import data display in static and skeletal meshes Change 3438047 by Arciel.Rekman Fix overlapping ranges being passed to memcpy(). Change 3438822 by Yannick.Lange ViewportInteraction: Move gizmo handle files to make them private. Change 3438906 by Matt.Kuhlenschmidt PR #3556: Git Plugin: fix new option "init Git LFS" that make assets read-only (master/UE4.17) (Contributed by SRombauts) Change 3438907 by Matt.Kuhlenschmidt PR #3565: add -quality option to buildlighing commandlet (Contributed by kayama-shift) Change 3438908 by Matt.Kuhlenschmidt PR #3558: UE-44862: Always update SColorPicker color on OK button (Contributed by projectgheist) Change 3439393 by Matt.Kuhlenschmidt Force highest LOD for highres screenshots Change 3439819 by Matt.Kuhlenschmidt Turned FAssetData into a struct for some upcoming script exposure of FAssetData Change 3439949 by Arciel.Rekman Fixed selection logic for the UE4_LINUX_USE_LIBCXX environment variable. - Allows disabling libc++ by setting the variable to 0. - Pull request #3576 contributed by jared-improbable. Change 3441078 by Jamie.Dale The culture/language/locale console commands are now available in all build configs Change 3441109 by Jamie.Dale Text containing surrogate pairs now runs through HarfBuzz when shaping in Auto mode This is needed as the kerning-only shaping code assumes that everything is within the BMP Change 3441275 by Matt.Kuhlenschmidt Disable spinning on location and scale. These dont work because we have no notion of infinite spinning Change 3442748 by Yannick.Lange ViewportInteraction: Remove unused console variables. Change 3442775 by James.Golding Add support for editing MaterialFunctions to MaterialEditingLibrary Pull Material recompile/update code into UMaterialEditingLibrary::RecompileMaterial Pull MaterialFunction update code into UMaterialEditingLibrary::UpdateMaterialFunction util Move RebuildMaterialInstanceEditors to UMaterialEditingLibrary Added test content for Material/MaterialFunction editing Add needed BlueprintReadWrite to expressions (constants, function input/output) Expose UMaterialExpressionMaterialFunctionCall::SetMaterialFunction to BP, rename old func (which takes old function) to SetMaterialFunctionEx, also expose GetInputNameWithType Change 3442779 by James.Golding Fix header order Change 3442817 by Yannick.Lange ViewportInteraction: Add can execute checks for level editor commands. Change 3443038 by Michael.Dupuis #jira UE-43377: When you select a foliage actor we will move all instance contained in it to the new level as we can't move a foliage actor Only permit moving foliage instance if there is some selected Change 3443855 by Michael.Dupuis #jira UE-44885: Unregister from PerModuleDataObjects when the object is destroyed Change 3446096 by Max.Chen Sequencer: Add OnFinished() event when a level sequence completes playback #jira UE-45173 Change 3446097 by Max.Chen Sequencer: Evaluate one last time before the sequence is torn down and reset #jira UE-45174 Change 3446242 by Jamie.Dale Fixed caret not appearing in empty text layouts Caret selections have no range, and therefore have no width Change 3446361 by Matt.Kuhlenschmidt Fix WITH_EDITOR only functions causing generated code compile errors when the all functions on the class are WITH_EDITOR Change 3446457 by Alexis.Matte Polish the speed tree import dialog #jira UE-44963 Change 3446946 by Michael.Trepka Modified FWindowsWindow::GetRestoredDimensions to return correct window position for normal windows for which GetWindowPlacement returns position in workspace coordinates #jira UE-37934 Change 3447543 by Arciel.Rekman Reduce VMAs on Linux. - Trades off increased address space (VIRT in terms of ps/htop) for smaller number of distinct mappings (VMAs, virtual memory areas). This decreases possibility to run into vm.max_map_count limit on Linux. - Tested on Linux and Mac. Change 3448468 by Arciel.Rekman Fix race condition during creation of GMalloc. - On Mac GMalloc can be created on two different thread that are racing with each other - app's main thread and a system thread. Change 3449012 by Max.Chen Sequencer: Add time to transform, color and vector key structs so that key times are editable from the key editors. #jira UE-45089 Change 3449018 by Max.Chen Sequencer: Add OnCameraCut event that fires when there is a camera cut. #jira UE-45137 Change 3449195 by Max.Chen Sequencer: Add setting for limit scrubbing to playback range. #jira UE-43502 Change 3449198 by Max.Chen Sequencer: Reorder hierarchical bias so that group priority takes precedence. Change 3449217 by Max.Chen Sequencer: Add setting to activate realtime viewports when in sequencer. Change 3449219 by Max.Chen Sequencer: Focus on search boxes when opened. Change 3449238 by Max.Chen Sequencer: Assign actor should replace the actor itself after it has updated all the components. Also, replace components be fullname rather than by class. Change 3449239 by Max.Chen Sequencer: Fix offsets when moving multiple sections. Dragging should be clamped to the bounds that any of the selected sections hits against the unselected sections. Change 3449241 by Max.Chen Sequencer: Restore section selection after full tree rebuild. Change 3449279 by Max.Chen Sequencer: Set movie scene capture frames only when not using custom frames. This allows the user entered frame numbers to persist in config, rather than overwriting them when doing a "Render Shot" Change 3449280 by Max.Chen Sequencer: Spawn in the persistent level. Otherwise, they get spawned into whatever sublevel is current. #jira UE-44552 Change 3449294 by Max.Chen Sequencer: Null check for sequencer ed mode crash. Change 3449297 by Max.Chen Sequencer: Fix delay in sliding values. Mark changed when sliding values. Mark refresh immediately when committing values since OnValueChanged will be called and needs to have the correct value that was refreshed immediately. #jira UE-42866 Change 3449542 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3451507 by Matt.Kuhlenschmidt Fix extra slate uv coords not functioning on ES2 Change 3451510 by Matt.Kuhlenschmidt PR #3595: Fixed wrong colour for level status (Contributed by ronve) Change 3451529 by Alexis.Matte fbx scene importer: Make sure we set INVALID_UNIQUE_ID to node that has no attribute. #jira UE-34410 Change 3451611 by Yannick.Lange ViewportInteraction: Dragging gizmo without second pass for snapped calculations. Change 3452134 by Jamie.Dale Fixed constant font cache flushing if a widget had no font set Change 3452239 by Jamie.Dale Fixed constant font measure flushing if a widget had no font set Change 3452243 by Jamie.Dale Removed deprecated code for creating fonts from bulk data Change 3452277 by Jamie.Dale The concept of "stale" composite fonts is now editor-only Change 3452358 by Alexis.Matte Fbx scene importer: Do not remove existing attribute reference from the blueprint if the reimport of the associate mesh attribute is not tick. #jira UE-45232 Change 3452678 by Max.Chen Sequencer: Fix crash on export if there's no shot data. Change 3453057 by Matt.Kuhlenschmidt Exposed asset exporting to script Change 3453782 by Andrew.Rodham Sequencer: Fixed deterministic cooking issues with movie scene data - Movie scene signatures are now initialized in PostInitProperties - A warning is now presented when attempting to cook old data that was never serialized with a signature. - Removed redundant legacy data upgrade logic that could dirty level sequences on load. #jira UE-44912 Change 3453788 by Yannick.Lange ViewportInteraction: Custom scene proxy for gizmo handles. Change 3453938 by Max.Chen Sequencer: Hotkeys (shift , and shift .) to step to next/previous shot #jira UE-45119 Change 3454058 by Michael.Dupuis Fixed StaticAnalysis Change 3454077 by Max.Chen Sequencer: Fix not saving the pre-animated track value when creating a track/key. On pre object change, broadcast property change so that a track or key can be created. That track/key needs to be evaluated immediately so that the pre-animated state can be saved properly. This is done now with RefreshAllImmediately and is only called when a track has been created. Also, added a return value for OnKeyProperty, so that it's known what changed in particular (ie. track created, track modified, etc) Also, fixed transform keying so that if a transform track already exists for the object or the scene component, the existing track is used. #jira UE-45130 Change 3454108 by Nick.Darnell UMG - Fixing the WIC to properly record cursor delta so that scrollbars work. Change 3454109 by Jamie.Dale Cache the text layout source info in non-shipping builds so you can inspect it in the debugger Change 3454202 by Matt.Kuhlenschmidt Fix bogus error message about the number of usable texture coordinates on ES2 when compiling a UI domain material Change 3454390 by Yannick.Lange Fix creating a plugin in a C++ project opens a second instance of Visual Studio. Use SourceCodeAccessor to open solution when necessary. #jira UE-45035 Change 3454564 by Matt.Kuhlenschmidt #rnx Fix deprecation warnings Change 3455471 by Yannick.Lange ViewportInteraction: Fix entering and exiting VR Mode disables gizmo in desktop editor viewport. #jira UE-44965 Change 3456183 by Max.Chen Sequencer: Auto key, auto track refactor. Auto key - create a key when the property changes and there's an existing track. Auto track - create a track when the property changes. This is only exposed in the level sequence editor. All - create a key and a track when the property changes. This is only exposed in VR Editor. None - do nothing. #jira UE-43469 Change 3456349 by Andrew.Rodham Sequencer: Only perform legacy signature checks on instances, and only where signatures match the CDO Change 3456678 by Alexis.Matte Allow to add null level instance override material via the advance material array. But still limit the override material number to the mesh material number. #jira UE-45306 Change 3456945 by Max.Chen UMG: Add restore state to 2d transform section. #jira UE-45372 Change 3457196 by Arciel.Rekman Linux: serialize allocations from the memory pool. Change 3458434 by Max.Chen Sequencer: Remove obsolete set tick prerequites functions. Change 3458671 by James.Golding Added MIC editing support to MaterialEditingLibrary Fix static analysis warning Change 3458888 by Matt.Kuhlenschmidt PR #3615: More detailed log messages for debugging warnings/errors (Contributed by projectgheist) Change 3458893 by Matt.Kuhlenschmidt PR #3583: UE-44960: Delta value wasn't being used (Contributed by projectgheist) Change 3458895 by Matt.Kuhlenschmidt Fix typo Change 3458902 by Matt.Kuhlenschmidt PR #3607: Improved InputKeySelector functionality (Contributed by projectgheist) Change 3458917 by Matt.Kuhlenschmidt Fix crash with invalid object properties in the class picker #jira UE-39000 Change 3458939 by Matt.Kuhlenschmidt Fix compile error Change 3458984 by andrew.porter QAGame: Initial check in of sequencer smoke test map Change 3459510 by Matt.Kuhlenschmidt Fixed ensure when deleting a map that contains build data which also happens to be the currently loaded map. #jira UE-45052 Change 3460985 by Max.Chen Sequencer: Snap play time to keys now allows scrubbing between keys and snaps to key times within a certain screenspace tolerance. #jira UE-45090 Change 3461698 by Arciel.Rekman Avoid using ARRAY_COUNT in Vulkan. - Sometimes those arrays can have no extensions whatsoever, and it is illegal to declare a 0 element C array. Change 3462053 by Max.Chen Sequencer: Show sequencer spawnables in the world outliner and add the icon overlay for spawnables. #jira UE-43470 Change 3462139 by Max.Chen Property Editor: Add objects to FPropertyAndParent Change 3462202 by Arciel.Rekman Fix FSocket::Recv() blocking with Peek when there's no data. Change 3462253 by Nick.Darnell Slate - New Clipping System Clipping is now a stateful choice made during composition of the slate hierarchy. Previously every widget got to respect or modify the clipping rect on an as needed basis. The problem was that clipping was only allowed in the layout space of the widget, and it wasn't possible to properly clip elements with render transforms. The new system permits all kinds of transforms on any widget, and they will all be clipped correctly. It tries to use Scissor Rects as they are much cheaper, but will switch over to stenciling if need be to represent a complicated masking structure with several rotated clipping rects all needed to be combined together. Here are the new clipping states a widget can have, almost all widgets are set to No. Only change it from No if your widget actually needs to clip, generally speaking most widgets don't need to clip. /** * This widget does not clip children, it and all children inherit the clipping area of the last widget that clipped. */ Inherit, /** * This widget clips content the bounds of this widget. It intersects those bounds with any previous clipping area. */ ClipToBounds, /** * This widget clips to its bounds. It does NOT intersect with any existing clipping geometry, it pushes a new clipping * state. Effectively allowing it to render outside the bounds of hierarchy that does clip. * * NOTE: This will NOT allow you ignore the clipping zone that is set to [Yes - Always]. */ ClipToBoundsWithoutIntersecting UMETA(DisplayName = "Yes - Without Intersecting (Advanced)"), /** * This widget clips to its bounds. It intersects those bounds with any previous clipping area. * * NOTE: This clipping area can NOT be ignored, it will always clip children. Useful for hard barriers * in the UI where you never want animations or other effects to break this region. */ ClipToBoundsAlways UMETA(DisplayName = "Yes - Always (Advanced)"), /** * This widget clips to its bounds when it's Desired Size is larger than the allocated geometry * the widget is given. If that occurs, it behaves like [Yes]. * * NOTE: This mode was primarily added for Text, which is often placed into containers that eventually * are resized to not be able to support the length of the text. So rather than needing to tag every * container that could contain text with [Yes], which would result in almost no batching, this mode * was added to dynamically adjust the clipping if needed. The reason not every panel is set to OnDemand, * is because not every panel returns a Desired Size that matches what it plans to render at. */ OnDemand UMETA(DisplayName = "On Demand (Advanced)") - Large API Change - All FSlateDrawElement::Make_____ calls have been deprecated that involved passing in a clipping rect. You no longer should are passed a Clipping rect via OnPaint. You are still passed a rect, but this rect represents a Culling Rect, which is valuable if you need to just out right not paint things the user can't possibly see. If you were previously trying to determine if you should cull widgets, by doing something like this, if ( FSlateRect::DoRectanglesIntersect(MyClippingRect, CurWidget.Geometry.GetRenderBoundingRect()) ) That's no longer a good option since there are ways for widgets to ignore the culling bounds. You should convert anything like above to the one below, if (!SWidget::IsWidgetCulled(MyCullingRect, CurWidget)) To assist in debugging efforts, there are several new debugging console flags in Slate, Slate.ShowClipping 1 - Controls whether we should render a clipping zone outline. Yellow = Axis Scissor Rect Clipping (cheap). Red = Stencil Clipping (expensive). Slate.DebugCulling 1 - Disables pushing clipping or stencil rects to the GPU, but continues to intersect culling rects, so that you can tell if a widget is properly culling children it can't possibly draw. Slate.ShowTextDebugging 1 - Show debugging painting for text rendering. I've added a new Experimental Feathering Option, it adds AA geometry around the outside of Box and Image brushes. Slate.Feathering 1 If you're using RenderDoc or something similar, you can now enable render events for slate, so that you can better grok how we're batching and changing states for each UI render pass. Slate.EnableDrawEvents 1 #jira UE-4659 #rn Change 3462714 by Nick.Darnell Fixing a few more compiler issues with the clipping changes. Change 3462726 by Max.Chen Switch OnEditStructChildContentsChanged to use FObjectWriter instead of FMemoryWriter which supports serializeing UObjects. This fixes a crash when adding actor array elements to a user defined event struct. #jira UE-45431 Change 3462801 by Nick.Darnell Adding a UMG dependency to EngineTestBuild. Change 3462914 by Max.Chen Sequencer: Fix regression where spawnables aren't getting saved. Caused by 3407138 #jira UE-30007 #jira UE-39003 Change 3462946 by Nick.Darnell Automation - Tweaking the UI automation tests converting them over to use the new UI Screenshot automation test. Automation - Adding a blur widget test. Change 3462987 by Matt.Kuhlenschmidt Back out changelist 3458893 Change 3464774 by Matt.Kuhlenschmidt PR #3629: Bugfix: Missing small icon in Project Launcher profile editor (Contributed by aarmbruster) Change 3464785 by Nick.Darnell Fixing some clipping stuff in the editor. Change 3464830 by andrew.porter QAGame: Second pass on sequencer smoke test map Change 3464902 by Nick.Darnell Loading - Adding some additional checks to the the loading code to ensure we're on the main thread. Additionally adding a fix from UDN that prevents deadlocks in the rare case a user hits Alt+Tab in a fullscreen game while in a hard loading screen. Change 3464988 by Max.Chen Sequencer: Add attenuation settings for attached audio components. #jira UE-33080 Change 3465024 by Nick.Darnell MoviePlayer - Impoving the playback mode displaynames. Change 3465074 by Arciel.Rekman Fix shadowing issues of GraphicsPSOInit. Change 3465097 by Matt.Kuhlenschmidt Some refactoring of the details panel Exposed new methods of adding a struct on scope to a details panel and have it work properly with customizations. The scruct on scope has a "fake" ustructproperty that allows the details panel to show the whole struct not just an individual property. Refactored the API for adding rows to details panels to make it more consistent\ AddChildCustomBuilder->AddCustomBuilder AddChildGroup->AddGroup AddChildContent->AddCustomRow AddChildPropert->AddProperty AddChildStructure->AddExternalStructureProperty AddStructure->AddAllExternalStructureProperties AddExternalProperty->AddExternalObjectProperty or AddExternalStructureProperty Change 3465186 by Max.Chen Sequencer: Save the BindingID in the pre animated token producer so that it can be destroyed properly. This fixes a bug where the default state of a spawnable isn't saved. #jira UE-43780 Change 3465315 by Matt.Kuhlenschmidt Fix Fortnite and Orion details panel customization warnings Change 3465424 by Nick.Darnell Automation - Moving the step for setting the link to the automation reports to be set before we start the engine. Change 3465488 by Nick.Darnell Automation - Forcing textures to load before taking screenshot, so that the scene gets another opportunity to render before we render with Slate. This should fix the Blur UI Test. Change 3466277 by Arciel.Rekman Linux: fix window drift when dragging (UE-40380). - Change by Cengiz Terzibas. Change 3466370 by Nick.Darnell UMG - Fixing the colors for the resize handle in the designer. Change 3466372 by Nick.Darnell UMG - Fixing the ruler ticks sometimes not being drawn. Change 3466374 by Nick.Darnell UMG - Fixing the designer showing multiple options for sequencer. Change 3466377 by Nick.Darnell UMG - Cleaning up some clipping bits. Change 3467025 by Andrew.Rodham Re-saving assets that contain legacy (<4.15) movie scene data to remove deterministic cook warning. If conflicts arise during merging of these assets, please ignore the changes made in dev-editor, and accept game-side changes. (CIS step 62283298, jobId 7773146) (CIS step 62283297, jobId 7773146) Change 3467099 by Max.Chen Fix GetObjectPropertyClass ensure logic. This was returning UObject::StaticClass when valid. Change 3467172 by Max.Chen Sequencer: Evaluation optimizations. Also, fixes subsequences not getting expired, leaving dangling spawnables. #jira UE-43690 Change 3467192 by Matt.Kuhlenschmidt Fix transactions getting stuck in the color grading controls. This prevents PIE from working properly and causes shutdown crashes #jira UE-45527 Change 3467251 by Yannick.Lange ViewportInteraction: Fix scale and rotation snap while dragging with two lasers. #jira UE-43489 Change 3467331 by Matt.Kuhlenschmidt Fix D3D shader compiler hard coding shader path and not giving proper warnings when it cannot find the shaders Change 3467335 by Matt.Kuhlenschmidt Remove DarkStyle attribute from SNumericEntryBox and allow a spin box style to be passed to it. Change 3467558 by Max.Chen Scene Outliner: Generic support to add default columns to a scene outliner. Change 3467565 by Jamie.Dale Removing old screenshot data for test Change 3467589 by Nick.Darnell Editor - Random cleanup. Change 3467596 by Nick.Darnell Progress Bar - Exposing Border Padding to UMG. Change 3467600 by Nick.Darnell Slate - Adjusting the rendering of the splitter, previously it could be off by a pixel or two, which becomes more apparent now with the clipping changes. Change 3467601 by Max.Chen Property Editor: Fix static analysis warning Change 3467662 by Nick.Darnell Automation - Fixing a bug with the screenshot comparison tool not replacing (removing) the old screenshot data. Change 3467674 by Max.Chen Property Editor: Fix static analysis warning Change 3467737 by Max.Chen Sequencer: Added OnMovieSceneBindingsChanged delegate Change 3468053 by tim.gautier QAGame: Updating Editor Smoke Map - Updated landscapes into Stations for testing - Added Foliage Sublevel Change 3468194 by Arciel.Rekman Linux: fix problems communicating with various STL-using libs. - Stop hiding global new/delete signatures. - Disable CEF3 since this change uncovers the problem with libcef.so not built to use bundled libpng. Change 3468678 by Max.Chen Sequencer: Set "Sequencer Actor" tag before setting the actor label so that the outliner refreshes after the actor has the tag. Change 3469314 by tim.gautier QAGame: Added Painted Foliage / Spline section to EditorSmoke map Change 3469377 by Nick.Darnell Slate - Fixing some warnings in a couple of sample games due to the clipping changes. #rnx Change 3469767 by Max.Chen Sequencer: Outliner column and sequencer binding data #jira UE-43470 Change 3469974 by Arciel.Rekman Fix code projects not working in Linux installed build. Change 3470082 by Nick.Darnell Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread. Change 3470174 by Nick.Darnell Slate - Get the last widget in a widget path utility. Change 3470176 by Nick.Darnell UMG - User Widgets now have an easy way to know if they're part of or have been removed from the focused widget path, which is handy for doing effects. Change 3470261 by Nick.Darnell Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread. Change 3470286 by Max.Chen Sequencer: Scene Component's HiddenInGame now goes through the VisibilityTrack and the visibility template. Change 3470366 by Nick.Darnell Slate - We now version focus per user, that way during focus events, we can safely abort focus events and state transitions if someone interrrupts the active focus event with something new. Change 3470649 by Matt.Kuhlenschmidt Fix deprecation warnings Change 3470695 by Matt.Kuhlenschmidt Fixed typo #jira UE-45580 Change 3470721 by Matt.Kuhlenschmidt Fix static analysis Change 3471254 by Michael.Dupuis #jira UE-42952: Keep occlusion result per view Change 3471287 by Nick.Darnell UMG - Render Focus Rule now defaults to never. Change 3471291 by Nick.Darnell Slate - Fixing FSlateRenderer* change fallout. Change 3471299 by Nick.Darnell Slate - Fixing FSlateRenderer* change. Change 3471323 by Nick.Darnell Automation - Fixing automation and Static Analysis warning. Change 3471413 by andrew.porter QAGame: Added test content for anim blending and material parameteres to sequencer smoke level Change 3471649 by Max.Chen Sequencer: Modify the track when adding animation #jira UE-45618 Change 3471659 by Matt.Kuhlenschmidt Added a way to check if a movie is playing from the engine. Prevented viewport redraws for canvas loading screens if a slate based loading movie is playing Change 3471734 by Matt.Kuhlenschmidt Added basic material hookup to USD. Similar to FBX it will find materials based on rules specified by the user in the import settings Change 3472176 by Nick.Darnell UMG - Improving the display of the +Track menu in sequencer for UMG. Renamed it from +Add, which is repetitve to +Track. Additionally, the dropdown now shows the currently selected widgets, as well as a submenu containing all the 'important' widgets, so we no longer populate that list with a ton of irrelevant widgets that are just Buton_1 - N, which is pointless in showing people, they'll never guess which is the right button. Change 3472740 by Max.Chen Sequencer: Add GetThisFrameMetaData accessor Change 3472748 by Max.Chen Sequencer: Added OnBeginScrubbing and OnEndScrubbing event delegates Change 3472753 by Max.Chen Sequencer: Add EMovieSceneDataChangeType parameter to OnMovieSceneDataChanged delegate Change 3472870 by Nick.Darnell Clipping - Fixing the deprecated tip for scissor rect boxes to be correct. Removing it's usage from UT. Change 3473340 by Max.Chen Scene Outliner: Add ability to register additional filters Change 3473348 by Max.Chen Details View: Make ForceRefresh virtual. Added accessors to delegates (ie. GetIsPropertyReadOnlyDelegate) Change 3473441 by Max.Chen Sequencer: Autokey Refactor Part 2. Autokey is now a single toggleable state. Allow Edits Mode has 3 states: Allow All Edits - Allow any edits to occur, some of which may produce tracks/keys or modify default properties. Allow Sequencer Edits Only - All edits will produce either a track or a key. Allow Level Edits Only - Properties in the details panel will be disabled if they have a track. #jira UE-45229 Change 3473670 by Nick.Darnell Modules - The module manager no longer returns sharedptrs to IModuleInterfaces, this was the source of rare hard to track down crashes due to a shared ptr reference leak when GetModule was called on non-main threads. We now store a TUniquePtr internally, and only lease out raw pointers. #rn Change 3473711 by Nick.Darnell Disabling the ensure in the module manager. Change 3473747 by Max.Chen Sequencer: Fix tooltip Change 3474091 by Jamie.Dale Added a warning when cooking a UFontFace that is outered to a UFont asset These cause issues with iterative COTF, and should be split off into their own assets (as the UI has been asking people to do for several versions) Change 3475052 by Yannick.Lange VR Editor: Fix Crash when quitting the editor with VR Mode enabled. VR Editor was being enabled when saving the map on closing the editor. #jira UE-45415 Change 3475054 by Yannick.Lange Fix crash when adding a camera to the world in VR Mode the second time. The slate application did not reset when stop dragging in VR Mode, so the second time when starting to drag a camera out of the UI it would already by in a dragging state. #jira UE-45574 Change 3475263 by Nick.Darnell Fixing some additional cases of IModuleInteface SharedPtr usage. Change 3475268 by Max.Chen Sequencer: Set jumped state when looping playback. This fixes an issue where audio doesn't stop and restart when looped. #jira UE-45654 Change 3475269 by Max.Chen Scene Outliner: Additional filters should only apply to actor browsing mode Change 3475407 by Nick.Darnell Fixing some clipping / module shared ptr changes in the launcher code. Change 3475542 by Max.Chen Sequencer: Update thumbnail and section highlighting to use new clipping behavior. #jira UE-45692 #jira UE-45689 Change 3475743 by Michael.Dupuis #jira UE-45183: When updating phyx region take into account simple collision mip Change 3475949 by Arciel.Rekman Remove PhysX deoptimization (no longer needed). - OR-24947 has been closed three months ago. Change 3476022 by Michael.Dupuis #jira UE-45560: Make sure we're not going out of range Change 3476063 by Michael.Dupuis #jira UE-45562: Do not try to unregister from static mesh if no static mesh is specified for the component Change 3476168 by Michael.Trepka Added handling of directory symlinks to FApplePlatformFile::IterateDirectory #jira UE-43704 Change 3476172 by Nick.Darnell Fixing a Imoduleinterface change. Change 3476183 by Jamie.Dale Exposing GoTo/ScrollTo to single-line editable text for API parity with multi-line editable text Change 3476385 by Arciel.Rekman Linux: handle symlinks when iterating directories. Change 3476522 by Michael.Trepka Solved a problem with Mac FMallocTBB::Malloc() returning nullptr for 0 bytes allocations, which is inconsistent with other platforms. On Mac we always scalable_aligned_malloc, which behaves differently than scalable_malloc, so for 0 bytes requests we allocate sizeof(size_t), which is exactly what scalable_malloc does internally in such case. Change 3476806 by Nick.Darnell UMG - Focus the designer after dropping a widget onto the surface. Change 3476809 by Nick.Darnell Curve Editor - Enable Clipping on the curve editor. Change 3477475 by Nick.Darnell Fixing a module interface shared ptr usage in UT. Change 3477553 by Yannick.Lange VR Editor: Removed AssetEditorPanelID and replaced it with TabManagerPanelID. A panel for AssetEditorPanelID was never created making it impossible to open an asset editor. Change 3477734 by Yannick.Lange VR Editor: Fix Warning: SetRelativeScale3D : Invalid Scale entered (X=inf Y=inf Z=inf). Resetting to 1.f. warning when adding CineCameraActor to World from Modes Panel. Make sure to not divide by zero when there is no boundary scale. #jira UE-44933 Change 3477761 by Jamie.Dale Some improvements to avoid loading the native .locres files twice when we don't need to Change 3477780 by Nick.Darnell PR #3250: Return correct VirtualUserIndex (Contributed by projectgheist) Change 3477786 by Nick.Darnell PR #3650: Changed TestNull to accept const pointers. (Contributed by e-agaubatz) Change 3477795 by Nick.Darnell PR #2844: UE-36936: Don't stretch container for Plugin Image (Contributed by projectgheist) Change 3478092 by Nick.Darnell PR #2341: Optional Middle Mouse Button panning in Graph Editor (Contributed by flipswitchingmonkey) Engine Edit - Made some small changes to the enum type, and some naming. Change 3478450 by Nick.Darnell Fixing some uninitialized variable errors. Change 3479827 by Andrew.Rodham Sequencer: Addressed serialization issues with some struct types Change 3479874 by Jamie.Dale Fixed "NativeGameLanguage" not being used correctly during localization initialization Change 3480012 by Andrew.Rodham Sequencer: Fixed loading tagged properties as native for track identifiers #jira UE-45823 Change 3480337 by Alexis.Matte Fix morph target crash missing some valid index check Change 3480804 by Alexis.Matte Fix crash with ColorGradingMode custom detail #jira UE-45638 Change 3480892 by Andrew.Rodham Sequencer: Ensure that movie scene sequences know about the editor object version #jira UE-45842 Change 3481073 by Nick.Darnell Fix the shader compiler error from main in Slate. Change 3481303 by Nick.Darnell UMG - Fixing a bug with the drag handle not working correctly in HDPI mode. Change 3481308 by Nick.Darnell Slate - Tweaking the IsWidgetCulled logic to consider both the layout and rendering bounds. If we do this, we get a much more desireable outcome for people that want to animate widgets and such and plan to have temporary animations to move the widget offscreen, but want the layout bounds to anchor that widget in the visible frame so that it animates even when normally it would be culled b/c the render transform and therefore the renderbounds moved it completely outside the culling rect. Change 3481629 by Max.Chen Sequencer: Add Level Sequence Actor as an output for CreateLevelSequencePlayer() #jira UE-45785 Change 3481899 by Yannick.Lange VR Editor: Added debug modetoggle command with an event that is broadcasted whenever this happens. Currently this is used to show all the floating UIs of the UI system to debug without HMD using VREd.ForceVRMode. Change 3481984 by Michael.Dupuis #jira UE-45845: always validate if we have a static mesh before trying to access it as user can decide to not assign one and use the tools Change 3482047 by Nick.Darnell Slate - Adding some comments to IsWidgetCulled. Change 3482110 by Nick.Darnell Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled. Change 3482136 by Jamie.Dale The CamelCase break iterator now treats digits around character tokens as part of the identifier Change 3482138 by Michael.Dupuis #jira UE-45854: Properly unregister during undo operation Change 3482150 by Michael.Dupuis #jira UE-45845 : Add missing nullcheck for GetStaticMesh Change 3482153 by Nick.Darnell Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled. Change 3482180 by Nick.Darnell UMG - Widget Components do not need to define a widget class to be rendererd, they can have native slate widgets only. This was a regression from main. Change 3482273 by Nick.Darnell UMG - Tweaking some more things about the widget component box outline. Change 3482308 by Alexis.Matte Fixing morph target smooth group support. Do not call FillSkeletalMeshImportData more then once on FbxNode since this fonction is doing some conversion and change the FbxNode, applying those conversion twice do not return the same faces smooth group. #jira UE-45696 Change 3482327 by Nick.Darnell UMG - More tweaks to the WidgetComponent so both shows the box outline, but works in game and VR editor. Change 3482705 by Andrew.Rodham Resaving assets that contain legacy data to suppress CIS warnings. - If conflicts arise in these assets, please take game-side changes and ignore these. Change 3484245 by Max.Chen Sequencer: Evaluate on end scrub. This fixes a bug where audio doesn't evaluate in a stopped position at the end of scrubbing, causing it to not stop all sounds. This fixes a bug introduced from 3365018 where evaluate on end scrub was removed. #jira UE-45905 Change 3484263 by Max.Chen Sequencer: Fix crash on forcing refresh of details panel on release. #jira UE-45911 Change 3484431 by Andrew.Rodham Resaving assets that contain legacy data to suppress CIS warnings. - If conflicts arise in these assets, please take game-side changes and ignore these. Change 3484474 by Alexis.Matte Fix the morph target animation curve name matching. #jira UE-20294 Change 3484475 by Alexis.Matte When removing a LOD, make sure we remove all morph target data associate to the LOD. Change 3484489 by Nick.Darnell PR #3668: UE-45908: Cache debug line locations when performing a LineTraceMulti (Contributed by projectgheist) #jira UE-45908 Change 3484692 by Nick.Darnell Slate - Reverting a change from a game stream. All Arranged Children don't need to allocated 42 to begin with. Do need to initialize WidgetPaths better. Change 3484703 by Nick.Darnell Player Input - Making the input event loop for players obey EKeys::NUM_TOUCH_KEYS, rather than being set to Touch10, as the maximum touch input amount, to make supporting greater than 10 touches easier. Also making the seeding of keys use EKeys::NUM_TOUCH_KEYS. #jira UE-43213 Change 3484918 by Jamie.Dale Fixed font measuring regression with RTL text RTL applies the character count to the next glyph, so it shouldn't process the end of the loop (this was how the older code used to work). Change 3485718 by Nick.Darnell Editor - Removing Super Search & User Feedback button. Change 3485719 by Nick.Darnell Portal - Removing SuperSearch. Change 3485751 by Matt.Kuhlenschmidt Fix crash accessing platformer game menu if the menu is open during a console based load #jira UE-45950 Change 3486047 by Arciel.Rekman Linux: add OpenEXR implementation (UE-40270). #jira UE-40270 Change 3486467 by Max.Chen Sequencer: Reset max tick rate when destroyed. #jira UE-45956 Change 3486477 by Max.Chen Sequencer: Refresh outliner when column is removed. #jira UE-45891 Change 3486667 by Andrew.Rodham Added missing include Change 3486724 by Andrew.Rodham Sequencer: Fixed curves with no default value, and no keys being evaluated and applied to properties - Also fixed an edge case where a zero (but non-animated) channel could be applied to a final transform Change 3486730 by Alexis.Matte In the Auto-Reimport options, hide the mout point only for the default /Game/ folder #UE-45684 Change 3486749 by Alexis.Matte Make sure the parent window of the monitor directory browse folder is set properly #jira UE-45682 Change 3486805 by Matt.Kuhlenschmidt Additional safety against invalid objects being accessed by slate Change 3486848 by Alexis.Matte Make sure Monitor folder feature support root mount point map folder During auto import, give priority to asset import factory over the scene import factory #jira UE-45691 Change 3486879 by Andrew.Rodham Removing obsolete QA assets Change 3486950 by Nick.Darnell PR #2281: Scrollbar missing features and SScrollbar fixes (Contributed by SNikon) Review - made some adjustments from the original. Change 3486954 by Nick.Darnell Slate - Moving the STableViewBase over to the FOverscroll class, rather than it's own clone. Change 3486967 by Nick.Darnell Slate - Fixing some HDPI calculations for fitting new windows on screen, it was using the unscaled size of the widgets for fitting, when it needed to scale them up. Change 3486970 by Andrew.Rodham Sequencer: Delay mouse capture until drag for sequencer time slider - Fixes context menus not opening as a result of mouse capture being taken on mouse down #jira UE-45937 Change 3486984 by Andrew.Rodham Sequencer: Improved blending type iconography Change 3486996 by Nick.Darnell UMG - Adding a way for games to opt-out of the slow widget path, to completely prevent them from being cooked. UMG - The movie data is no longer cloned for each new instance that inhabits. It now keeps a reference to the now publically accessible movie scene data on the class instead. Change 3487070 by Andrew.Rodham Sequencer: Added graphics for key areas that represent empty space Change 3487195 by Andrew.Rodham Sequencer: Changed evaluation groups to always flush implicitly - Due to the latent nature of blended token types, it's no longer safe to rely solely on execution token order between tracks - This fixes an issue where events set in the PostEvaluation stage were executed before blended token actuation Change 3487322 by Nick.Darnell PR #2457: Add .gitdeps.xml-files for plugins support (Contributed by bozaro) Change 3487363 by Nick.Darnell PR #2481: Fix for packing of a project with users plugins (Contributed by yatagarasu25) Change 3487439 by Nick.Darnell PR #2642: Changed private to protected in SVirtualJoystick.h (Contributed by Skylonxe) Change 3487500 by Arciel.Rekman Removed LinuxNativeDialogs. - No longer used; has been superceded by SlateDialogs since UE 4.8 (2 years ago). Change 3487630 by Lauren.Ridge Don't create Landscape Info Maps for Editor Preview Worlds or thumbnail worlds #jira UE-44885 Change 3487864 by Matt.Kuhlenschmidt Exposed the asset registry to blueprints and script. Works in editor scripts and runtime scripts AssetRegistry is now a UInterface object. Blueprint users can access various asset registry methods using the asset registry interface (via GetAssetRegistry) and various static helpers in the AssetRegistryHelpers object C++ users should still continue to use IAssetRegistry. Change 3487879 by Matt.Kuhlenschmidt Renamed asset tools uobject helper to UAssetToolsHelpers Change 3487926 by Lauren.Ridge Fixing reset to default not showing up for custom widgets #jira UE-44164 Change 3488184 by Matt.Kuhlenschmidt PR #3656: Make References/Referencers List copyable (Contributed by user37337) #jira UE-45763 Change 3488240 by Matt.Kuhlenschmidt Fix compiler issue Change 3488350 by Lauren.Ridge Landscape info map transactional state is based on its world's transactional state #jira UE-44885 #jira UE-46019 Change 3488412 by Matt.Kuhlenschmidt Fix reset to default showing up in two different places for some customizations Change 3488413 by Matt.Kuhlenschmidt Fix slate font customization Change 3488414 by Matt.Kuhlenschmidt Fix slate font customization Change 3488415 by Matt.Kuhlenschmidt Missed file Change 3488565 by Arciel.Rekman Add pretty printers for gdb (UETOOL-1171). - Committing shelf by Cengiz.Terzibas, with some modifications. #jira UETOOL-1171 Change 3489094 by Nick.Darnell Slate - The Slate RHI Renderer now caches the TextureLODGroups so that it can properly lookup the filtering of different texture groups that are set to Default, instead of a particular filter override on a texture. Engine/Rendering - Simplifying some of the setup logic in TextureLODSettings so that code is shared for setting them up properly after loading from a config file. Change 3489095 by Nick.Darnell PR #2699: GameViewportClient - Added a method to allow setting the viewport cur. (Contributed by rfenner) Review - Fixed spacing. Change 3489108 by Matt.Kuhlenschmidt Fix deprecation warning Change 3489120 by Nick.Darnell PR #3478: Fix possible UComboBoxString crash (Contributed by nakosung) Change 3489147 by Andrew.Rodham Sequencer: Adding return value to function to appease static analysis - This function is never compiled, and if it is, it won't compile, but static analysis doesn't know that Change 3489264 by Nick.Darnell Testing - Finishing the thought behind an enum comment. Change 3489265 by Nick.Darnell PR #2750: UE-35164: Button padding (Contributed by projectgheist) Change 3489267 by Nick.Darnell PR #3645: UE-45464: Handle SSlider mouse interaction more accurately (Contributed by projectgheist) Change 3489632 by Arciel.Rekman Correctness changes to MallocPoisonProxy. - Missing forwarding functions added. Incorrect comment removed. - Change by Steve.Robb, doing here so it is in 4.17. Change 3489689 by Arciel.Rekman More MallocPoisonProxy changes I missed in previous CL. Change 3489751 by Matt.Kuhlenschmidt Moved editor performance settings out of per-project settings so they can be shared across projects Change 3489837 by Lauren.Ridge Keyboard shortcut for entering/leaving VR Mode is now Alt+V Change 3491082 by Arciel.Rekman Linux: better fix for the crash due to name collision (UE-46040). - Put classes in Sequencer module into Sequencer namespace instead of SceneOutliner namespace. - Undid change in the SceneOutliner module. #jira UE-46040 Change 3491096 by Arciel.Rekman Fix UAT compilation on the newest mono. Change 3491240 by Max.Chen Sequencer: Disable key button when allow level edits only is on. #jira UE-46060 Change 3491406 by Yannick.Lange Fix editor crashes when opening a project that includes a plugin with more than two custom Volume classes. This issue was caused because registering show volume commands is based on finding volume classes. Finding these classes at multiple times resulted in a mismatch of the returned array of volume classes because modules/plugins were still being loaded. #jira UE-45806 Change 3491559 by Alexis.Matte Make sure we use the good preview mesh when doing a preview #jira UE-45963 Change 3491563 by Alexis.Matte Fix crash with staticmesh editor LodLevel selection Change 3491564 by Nick.Darnell UMG - Fixing an offset with the grab handles in HDPI mode. Change 3491595 by Nick.Darnell Editor - Fixing a clipping artifact in the pin type dropdown in the blueprint editor. Change 3491604 by Nick.Darnell Back out changelist 3489265 Change 3491615 by Arciel.Rekman Added malloc replay proxy (Linux only for now). - Allows to dump malloc callstream (without regard to threads) and replay later to study the behavior of different mallocs and/or repro problems. Change 3491684 by Arciel.Rekman Added FMalloc functions I missed. - Also moved function bodies into the .cpp file, this does not make a difference in performance in this case. Change 3491692 by Matt.Kuhlenschmidt Some minor fixes to the static mesh editor - Fix UV combo button looking non-standard on the toolbar - Fix a few combo buttons in the details panel looking too big. Change 3491702 by Arciel.Rekman Do not compile replay proxy-specific code when not used. Change 3491717 by Michael.Dupuis #jira UE-35083: The component is now the owner of the PerInstanceRenderData instead of the proxy Add an Update path to only update specified instances range Always call BuildTreeIfOutdated so we have a standard code path to make sure static mesh are fully loaded before trying to build the tree Moved the Instance Buffer aysnc to the base class, as it's not related to UHierarchicalInstancedStaticMeshComponent Expose a new property to decide if we require dynamic instance buffer Change 3491758 by Matt.Kuhlenschmidt Fix crash on static mesh editor shutdown Change 3491873 by Cody.Albert Fixed clipping issue in Sequencer curve editor #rnx Change 3491956 by Matt.Kuhlenschmidt Fix crash opening the Previewing sub-menu in the level editor settings menu #jira UE-46095 Change 3492046 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492076 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492165 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492222 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492274 by Michael.Dupuis #jira UE-46105: Fixed Clang warning Change 3492338 by andrew.porter QAGame: Testing ensure when submitting Change 3492371 by Nick.Darnell UMG - Reverting the animation sharing, cossed GLEO regressions in cooking. Will look for a better solution. Change 3492462 by Matt.Kuhlenschmidt Fix ensure checking in files through perforce Change 3492491 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492505 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492517 by Jamie.Dale The package localization ID is no longer used at all at runtime, and is now truly editor-only This should have always been the case, but it was leaked into manifest/archives/PO files in 4.14, and while 4.15 removed it from PO files it was still present in the manifest/archives. This change removes it entirely (unless gathering editor-only data, and even then the PO file will still collapse the entries together for translation), and the deprecated 4.14 export behavior will now produce an error if you attempt to use it. After taking this change you'll need to run a gather, import, and compile of your LocRes files to update your game localization to use the new localization IDs. Change 3492630 by Nick.Darnell UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. #jira UE-46124 Change 3492692 by Matt.Kuhlenschmidt Fix drop shadows inheriting the outline color of the font. The outline should still appear but not have a different outline color from fill color Change 3492714 by Matt.Kuhlenschmidt Added outline with drop shadow to font automation test Change 3492737 by Matt.Kuhlenschmidt Fix linux Change 3492992 by tim.gautier Resaving Ocean Widget Blueprints / Sequences to resolve Legacy Sequence Data warnings #jira UE-46132 Change 3493089 by Jamie.Dale Ensure that the composite font of a font asset is flushed when the font object is GC'd Change 3493322 by Jamie.Dale Fixing null crash #jira UE-45758 Change 3494467 by Andrew.Rodham Fix Xbox warning Change 3494852 by tim.gautier QAGame: Changed streaming method of QA-EditorSmoke-Landscape to Always Loaded Change 3494853 by Nick.Darnell Another attempt at fixing the automation blueprint SA warning. Change 3494896 by Arciel.Rekman Fix possible null pointer access during Vulkan init. - May fix static analysis warnings in UE-46142, although warnings seem to be referring to something else. #jira UE-46142 Change 3494987 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3495010 by Matt.Kuhlenschmidt Adding additional logging to track down html5 issue Change 3495212 by Michael.Dupuis #jira UE-46143: Properly init the InstanceRenderData during the cooking phase (required by fortnite) Change 3495536 by Jamie.Dale Updating UGameEngine to call its Super::PreExit after performing its own teardown This prevents UEngine cleaning up resources that UGameEngine still needs. #jira UE-46159 Change 3495551 by Arciel.Rekman Another attempt to fix analyzer problem (UE-46142). Change 3495794 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3495905 by Matt.Kuhlenschmidt Fix USD crash when importing a meshwith no material [CL 3499771 by Matt Kuhlenschmidt in Main branch]
2017-06-19 20:27:30 -04:00
ChildrenBuilder.AddCustomRow(LocalizationKeyFormatPropertyHandle->GetPropertyDisplayName())
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
.NameContent()
[
LocalizationKeyFormatPropertyHandle->CreatePropertyNameWidget()
]
.ValueContent()
.HAlign(HAlign_Fill)
.MaxDesiredWidth(TOptional<float>())
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.AutoWidth()
[
SAssignNew(LocalizationKeyFormatEditableText, SEditableTextBox)
.Font(FEditorStyle::GetFontStyle("PropertyWindow.NormalFont"))
.Text(this, &FDialogueContextMappingNodeBuilder::LocalizationKeyFormatEditableText_GetText)
.ToolTipText(LocalizationKeyFormatPropertyHandle->GetToolTipText())
.OnTextCommitted(this, &FDialogueContextMappingNodeBuilder::LocalizationKeyFormatEditableText_OnTextCommitted)
.IsReadOnly(this, &FDialogueContextMappingNodeBuilder::LocalizationKeyFormatEditableText_IsReadyOnly)
]
+SHorizontalBox::Slot()
.HAlign(HAlign_Right)
.VAlign(VAlign_Center)
.Padding(FMargin(4.0f, 0.0f, 30.0f, 0.0f))
[
SNew(STextBlock)
.Font(FEditorStyle::GetFontStyle("PropertyWindow.NormalFont"))
.Text(this, &FDialogueContextMappingNodeBuilder::LocalizationKey_GetText)
.ToolTipText(LOCTEXT("LocalizationKeyToolTipText", "The localization key used by this context."))
]
];
LocalizationKeyFormatEditableText_UpdateErrorText();
}
}
void FDialogueContextMappingNodeBuilder::RemoveContextButton_OnClick()
{
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
if (ContextMappingPropertyHandle->IsValidHandle())
{
const TSharedPtr<IPropertyHandle> ParentHandle = ContextMappingPropertyHandle->GetParentHandle();
const TSharedPtr<IPropertyHandleArray> ParentArrayHandle = ParentHandle->AsArray();
uint32 ContextCount;
ParentArrayHandle->GetNumElements(ContextCount);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
if (ContextCount != 1) // Mustn't remove the only context.
{
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
ParentArrayHandle->DeleteItem(ContextMappingPropertyHandle->GetIndexInArray());
DetailLayoutBuilder->ForceRefreshDetails();
}
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
FText FDialogueContextMappingNodeBuilder::LocalizationKeyFormatEditableText_GetText() const
{
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
if (LocalizationKeyFormatPropertyHandle->IsValidHandle())
{
FString ValueStr;
if (LocalizationKeyFormatPropertyHandle->GetValue(ValueStr) == FPropertyAccess::Success)
{
return FText::FromString(MoveTemp(ValueStr));
}
}
return FText::GetEmpty();
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
void FDialogueContextMappingNodeBuilder::LocalizationKeyFormatEditableText_OnTextCommitted(const FText& InNewText, ETextCommit::Type InCommitType)
{
if (LocalizationKeyFormatPropertyHandle->IsValidHandle())
{
LocalizationKeyFormatPropertyHandle->SetValue(InNewText.ToString());
}
}
bool FDialogueContextMappingNodeBuilder::LocalizationKeyFormatEditableText_IsReadyOnly() const
{
return !LocalizationKeyFormatPropertyHandle->IsValidHandle() || LocalizationKeyFormatPropertyHandle->IsEditConst();
}
void FDialogueContextMappingNodeBuilder::LocalizationKeyFormatEditableText_UpdateErrorText()
{
if (LocalizationKeyFormatEditableText.IsValid())
{
LastLocalizationKeyErrorUpdateTimestamp = FSlateApplication::Get().GetCurrentTime();
FText NewLocalizationKeyErrorMsg;
// Check for duplicates in the localization keys
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
const TArray<TWeakObjectPtr<UObject>>& RootObjects = DetailLayoutBuilder->GetSelectedObjects();
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
if (RootObjects.Num() == 1)
{
auto DialogueWave = Cast<const UDialogueWave>(RootObjects[0].Get());
if (DialogueWave && ContextMappingPropertyHandle->IsValidHandle())
{
TArray<const void*> RawData;
ContextMappingPropertyHandle->AccessRawData(RawData);
check(RawData.Num() == 1);
auto ContextMappingPtr = static_cast<const FDialogueContextMapping*>(RawData[0]);
const FString OurLocalizationKey = (ContextMappingPtr) ? DialogueWave->GetContextLocalizationKey(*ContextMappingPtr) : FString();
bool bIsDuplicate = false;
if (ContextMappingPropertyHandle->IsValidHandle())
{
const TSharedPtr<IPropertyHandle> ParentHandle = ContextMappingPropertyHandle->GetParentHandle();
const TSharedPtr<IPropertyHandleArray> ParentArrayHandle = ParentHandle->AsArray();
uint32 ContextCount = 0;
ParentArrayHandle->GetNumElements(ContextCount);
for (uint32 j = 0; j < ContextCount && !bIsDuplicate; ++j)
{
if (ContextMappingPropertyHandle->GetIndexInArray() == j)
{
continue;
}
const TSharedPtr<IPropertyHandle> OtherContextMappingPropertyHandle = ParentArrayHandle->GetElement(j);
TArray<const void*> OtherRawData;
OtherContextMappingPropertyHandle->AccessRawData(OtherRawData);
check(OtherRawData.Num() == 1);
auto OtherContextMappingPtr = static_cast<const FDialogueContextMapping*>(OtherRawData[0]);
const FString OtherLocalizationKey = (OtherContextMappingPtr) ? DialogueWave->GetContextLocalizationKey(*OtherContextMappingPtr) : FString();
bIsDuplicate = OurLocalizationKey.Equals(OtherLocalizationKey, ESearchCase::CaseSensitive);
}
}
if (bIsDuplicate)
{
NewLocalizationKeyErrorMsg = LOCTEXT("LocKeyDuplicationError", "The localization key for this context is being used on more than one context. Please ensure that each context has a unique localization key.");
}
}
}
if (!NewLocalizationKeyErrorMsg.ToString().Equals(LocalizationKeyErrorMsg.ToString(), ESearchCase::CaseSensitive))
{
// Only set the error once to avoid flickering
LocalizationKeyErrorMsg = NewLocalizationKeyErrorMsg;
LocalizationKeyFormatEditableText->SetError(LocalizationKeyErrorMsg);
}
}
}
FText FDialogueContextMappingNodeBuilder::LocalizationKey_GetText() const
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
const TArray<TWeakObjectPtr<UObject>>& RootObjects = DetailLayoutBuilder->GetSelectedObjects();
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
if (RootObjects.Num() == 1)
{
auto DialogueWave = Cast<const UDialogueWave>(RootObjects[0].Get());
if (DialogueWave && ContextMappingPropertyHandle->IsValidHandle())
{
TArray<const void*> RawData;
ContextMappingPropertyHandle->AccessRawData(RawData);
check(RawData.Num() == 1);
auto ContextMappingPtr = static_cast<const FDialogueContextMapping*>(RawData[0]);
if (ContextMappingPtr)
{
return FText::FromString(DialogueWave->GetContextLocalizationKey(*ContextMappingPtr));
}
}
}
return FText::GetEmpty();
}
TSharedRef<IDetailCustomization> FDialogueWaveDetails::MakeInstance()
{
return MakeShareable(new FDialogueWaveDetails);
}
void FDialogueWaveDetails::CustomizeDetails(class IDetailLayoutBuilder& DetailBuilder)
{
DetailLayoutBuilder = &DetailBuilder;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 2973866) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2937390 on 2016/04/07 by Cody.Albert #jira UE-29211 Fixed slider to properly bubble unhandled OnKeyDown events Change 2939672 on 2016/04/11 by Richard.TalbotWatkin Made a change to how file check out notifications work. Now the dirty package state is processed at the end of every tick, meaning that packages which are dirtied and then cleaned again are not processed. This fixes an issue where a number of child blueprints were flagged as needing checkout when a parent blueprint was compiled. This also allows multiple packages which are dirtied at the same time to be treated as one transaction. #jira UE-29193 - "Files need check-out" prompt spams Blueprint users Change 2939686 on 2016/04/11 by Richard.TalbotWatkin A number of further improvements to mesh vertex color painting: * Lower LODs are now automatically fixed up for instances which were created in a previous bugged version of the engine. * Since lower LODs cannot currently have their vertex colors edited, their vertex colors are always derived from LOD0. * Fixed a bug when building lower LODs so that vertices in neighboring octree nodes are considered when looking for the nearest vertex from LOD0 which corresponds. * Fixed issue where static meshes with imported LODs would not have the lower LODs' override colors set when "Copy instance vertex colors to source mesh" was used (static meshes with generated LODs were always getting correct override colors). #jira UE-28563 - Incorrectly displayed LOD VertexColor until paint mode is selected Change 2939906 on 2016/04/11 by Nick.Darnell Automation - Adding several enhancements to the automation framework and improving the UI. * Tests in the UI now have a link to the source and line where they orginate. * There's now a general purpose latent lambda command you can use to run arbitrary code latently. * Added Inlined AddCommand for regular and networked commands to the base automation class, to avoid the use of the macro, which prevents breakpoints from working in lambda code. * Front end now has better column displays offering more room to the test name * Changed several events to the automation controller to multicast delegates so that many could hook them. * The UI now refreshes the selection after tests finish so that the output log updates. Change 2939908 on 2016/04/11 by Nick.Darnell Automation - The editor import/export tests are now a complex test and actually sperate out all the tests that can be run, some trickiness was required on the filenames so that they didn't expand into more child tests in the UI. (replacing .'s with _'s) Change 2940028 on 2016/04/11 by Nick.Darnell Automation - Removing the search box from the toolbar. It's now inlined above the test tree. Tweaking the padding to make it look more other windows and make everything not look so squished. Recursive expansion now works on tests. Change 2940066 on 2016/04/11 by Nick.Darnell Automation - Moving the filter group dropdown out of the toolbar and onto the line with the search box above the treeview - additional tweaks to it. Change 2940092 on 2016/04/11 by Jamie.Dale PR #2248: Datatable select next row (Contributed by FineRedMist) Change 2940093 on 2016/04/11 by Jamie.Dale PR #2248: Datatable select next row (Contributed by FineRedMist) Change 2940157 on 2016/04/11 by Jamie.Dale Fixing FTextTest due to some changes made to how currency is formatted Change 2940694 on 2016/04/12 by Richard.TalbotWatkin Fixed issue where vertex override colors were not being propagated correctly for generated lower LODs. #jira UE-29360 - Override Colors not propagated correctly to generated lower LODs Change 2942379 on 2016/04/13 by Richard.TalbotWatkin Fixed issue where entering PIE while selecting an actor in Mesh Paint mode could lead to a MeshPaintStaticMeshAdapter holding onto an invalid pointer to an old mesh component, and causing a crash upon leaving the mode. This can happen because, when loading a new streaming level, the proxy actor can be selected when starting PIE, which will subsequently be added to the tool's internal lists. This needs to be added as a GC reference so that it can be NULLed when forcibly destroyed. #jira UE-29345 - Crash occurs exiting the editor after enabling mesh paint mode and PIEing Change 2942947 on 2016/04/13 by Richard.TalbotWatkin Fixed crash when pasting a material function call node from one project to another in which it is not defined. #jira UE-27087 - Crash when pasting MaterialFunctionCall expressions into the material editor between projects Change 2943452 on 2016/04/14 by Richard.TalbotWatkin Updated F4 debug key binding to match what's in ShowFlags.cpp PR #2197 (contributed by mfortin-bhvr) Change 2943824 on 2016/04/14 by Alexis.Matte #jira UE-29090 Make sure we cannot open the color picker when a property is edit const Change 2943841 on 2016/04/14 by Alexis.Matte #jira UE-28924 tooltip was add for every hierarchy import option Change 2943927 on 2016/04/14 by Alexis.Matte #jira UE-29423 Add Obj support for scene importer Github PR #2272 Change 2943967 on 2016/04/14 by Richard.TalbotWatkin Added relevant fields from FBodyInstance to the FoliageType customizations. #jira UE-20138 - FoliageType has a FBodyInstance but only shows Collision Presets and not other FBodyInstance properties Change 2948397 on 2016/04/19 by Andrew.Rodham Moved FSlateIcon definition to SlateCore It was previously declared as SLATE_API, despite its header residing inside SlateCore. Reviewed by Jamie Dale. Change 2948805 on 2016/04/19 by Andrew.Rodham Editor: Deprecated FName UEdGraphNode::GetPaletteIcon(FLinearColor&); in favor of FSlateIcon UEdGraphNode::GetIconAndTint(FLinearColor&); to allow for icons in external style sets to be used. - Previously, all icons were assumed to reside within FEditorStyle, which is not the case and would create broken icons in the graph editor. All relevant code has been updated to use FSlateIcon structures instead of a simple name. - This change required a significant overhaul to FClassIconFinder to support FSlateIcons. To keep the API clean, FSlateIconFinder now deals with FSlateIcon class icon finding operations, and FClassIconFinder for the most part just adds actor specific logic. #jira UE-26502 Change 2950658 on 2016/04/20 by Alexis.Matte #jira UE-24333 Skinxx workflow, we now output an error if there is mix of material with skinxx and some with no skinxx suffix Change 2950663 on 2016/04/20 by Alexis.Matte #jira UE-29582 When exporting to fbx we have to export each material instance as one fbx material Change 2951240 on 2016/04/21 by Alexis.Matte #jira UE-28473 Make sure light are render properly after importing a fbx scene Change 2951421 on 2016/04/21 by Alexis.Matte #jira UE-29773 fbx skeletalmesh import now support mesh hierarchy Change 2955873 on 2016/04/26 by Richard.TalbotWatkin PR #2225: Fix working package directory from the launch profiles (Contributed by projectgheist) Change 2955965 on 2016/04/26 by Nick.Darnell Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 2956717 on 2016/04/26 by Andrew.Rodham Editor: World Outliner now correctly calls ProcessEditDelete on editor modes that have asked to process delete operations #jira UE-26968 Change 2956822 on 2016/04/26 by Andrew.Rodham Editor: Fixed actors not being removed from the scene outliner when they are added and removed on the same frame #jira UE-7777 Change 2956931 on 2016/04/26 by Nick.Darnell New Module - UATHelper - Moving the UAT launching code from the MainFrame module into a reusable module other modules can trigger. Change 2956932 on 2016/04/26 by Nick.Darnell Plugins - Now allowing you to package a plugin from the plugin browsing view. Still work in progress. Change 2957164 on 2016/04/26 by Nick.Darnell Hot Reload - Fixing hot reload, it no longer creates a temporary copy of the module manager. Making the copy constructor private on the module manager to prevent this in the future. Change 2957165 on 2016/04/26 by Nick.Darnell Fixing the Editor Mode plugin sample, it no longer provides a bad starting example for where to create your widgets. #jira UE-28456 Change 2957510 on 2016/04/27 by Nick.Darnell PR #2198: Git Plugin implement the Sync operation to update local files using the git pull --rebase command (Contributed by SRombauts) #jira UE-28763 Change 2957511 on 2016/04/27 by Andrew.Rodham Editor: Make favorites button on details panel non-focusable - This was preventing users being able to tab between value fields on the details panel Change 2957610 on 2016/04/27 by Nick.Darnell PR #1836: Git plugin: make initial commit when initializing new project (Contributed by SRombauts) #jira UE-24190 Change 2957667 on 2016/04/27 by Jamie.Dale Fixed crash that could happen in FTextLayout::GetLineViewIndexForTextLocation if passed a bad location #jira OR-18634 Change 2958035 on 2016/04/27 by Nick.Darnell Fixing the DesignerRebuild flag detection so that we can just refresh the slate widget without recreating the preview UObject, which causes the destruction of the details panel, and the slate widget recreation was the only part that was required. Change 2958272 on 2016/04/27 by Jamie.Dale Added FAssetData::GetTagValue to handle getting asset tag values in a type-correct way This allows type-conversion using LexicalConversion, and also has specializations for FString, FText, and FName. #jira UE-12096 Change 2958348 on 2016/04/27 by Jamie.Dale PR #2282: Slate font shutdown order fix (Contributed by FineRedMist) Change 2958352 on 2016/04/27 by Jamie.Dale Fixed the subtitle manager updating the wrong list of subtitles #jira UE-29511 Change 2958390 on 2016/04/27 by Jamie.Dale Removed some old placement-new style array insertions Change 2959360 on 2016/04/28 by Richard.TalbotWatkin Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered. #jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127] Change 2959724 on 2016/04/28 by Cody.Albert Merging hardware survey gating logic from 4.10 #jira UE-28666 Change 2959807 on 2016/04/28 by Cody.Albert Removed deprecated function call #jira UE-28666 Change 2959894 on 2016/04/28 by Cody.Albert Fix for scroll offset being clamped by content size, not scroll max #jira UE-20676 Change 2960048 on 2016/04/28 by Jamie.Dale Added FAssetData::GetTagValueRef to go along with FAssetData::GetTagValue #jira UE-12096 Change 2960782 on 2016/04/29 by Jamie.Dale Updating code to use the new FText aware asset registry tag functions #jira UE-12096 Change 2960885 on 2016/04/29 by Jamie.Dale Updating code to use the new FText aware asset registry tag functions #jira UE-12096 Change 2961170 on 2016/04/29 by Jamie.Dale Updating code to use the new FText aware asset registry tag functions #jira UE-12096 Change 2961171 on 2016/04/29 by Jamie.Dale Updating code to use the new FText aware asset registry tag functions #jira UE-12096 Change 2961173 on 2016/04/29 by Jamie.Dale Removed some inline duplication on the specialized template functions #jira UE-12096 Change 2963124 on 2016/05/02 by Jamie.Dale FExternalDragOperation can now contain both text and file data at the same time This better mirrors what the OS level drag-and-drop operations are capable of, and some applications will actually give you both bits of data at the same time. #jira UE-26585 Change 2963175 on 2016/05/02 by Jamie.Dale Updated some font editor tooltips to be more descriptive #jira UE-17429 Change 2963290 on 2016/05/02 by Jamie.Dale The Localise UAT command can now be run with a null localisation provider Change 2963305 on 2016/05/02 by Jamie.Dale Fixed minor typo Change 2963402 on 2016/05/02 by Jamie.Dale Cleaned up all the current localization key conflicts and warnings from gathering Engine code #jira UE-25833 Change 2963415 on 2016/05/02 by Jamie.Dale Rephrased a message that could generate a CIS warning #jira UE-25833 Change 2964184 on 2016/05/03 by Jamie.Dale Fixed duplicate "Font" entry in asset picker menu This was caused by PropertyCustomizationHelpers::GetNewAssetFactoriesForClasses using CanCreateNew rather than ShouldShowInNewMenu, as UFont has two factories, but one is supposed to be hidden from the UI. We also now make sure the factories are sorted by display name before being shown in the UI. #jira UE-24903 Change 2966108 on 2016/05/04 by Nick.Darnell Engine - Rearranging the order of ELoadingPhase's enums so that they match the loading order of modules. Change 2966113 on 2016/05/04 by Nick.Darnell [Engine Loop Change] UEngine now defines a Start() function, that subclasses can use to start game related things after initialization of the engine. This is done so that after the Init() call on UEngine, we can then perform a module load for the ELoadingPhase::PostEngineInit phase of loading, then inform the UEngine that it's time to start the game. Therefore, UGameEngine now tells the GameInstance to Start during this phase now. Change 2966121 on 2016/05/04 by Jamie.Dale Config writing improvements when dealing with property values This updates FConfigFile::ShouldExportQuotedString to make sure that a property value containing any characters that FParse::LineExtended will consume when parsing back in the config file (such as { and }, or a trailing \) cause the string to be quoted. This also adds FConfigFile::GenerateExportedPropertyLine to generate the INI key->value lines in a consistent and correctly escaped way, and makes sure that everything that writes out lines to a config file uses it. FConfigCacheIni::SetString and FConfigCacheIni::SetText have been updated to update the value even if it only differs by case. UObject::SaveConfig and UObject::LoadConfig have had some code whitespace fix-up (from a bad merge). Change 2966122 on 2016/05/04 by Jamie.Dale Added a setting to control dialogue wave audio filenames Change 2966481 on 2016/05/04 by Jamie.Dale PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist) Change 2966887 on 2016/05/04 by Jamie.Dale PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist) Change 2967488 on 2016/05/05 by Ben.Marsh Changes to support packaging plugins from the editor. * UBT now has an option to explicitly disable hot-reloading in any circumstances. * When running with -module arguments for a monolithic target, UBT will no longer try to relink the executable in source builds (so it's possible to compile plugin libs outside of an installed engine build without having already built UE4Game). * When packaging, a temporary host project is always generated in the output directory to avoid invalidating intermediates in the source directory. * An empty Config\FilterPlugin.ini file is written out with instructions on how to list additional files to package if it is not already present. Change 2967947 on 2016/05/05 by Nick.Darnell PR #2358: Properly display Mip Level Count and Format for UTexture2DDynamic Textures (Contributed by Allegorithmic) #jira UE-30371 Change 2968333 on 2016/05/05 by Jamie.Dale Fixed MultiLine not working with arrays of string or text properties - The detail customizations for FString and FText properties now read the meta-data off the correct property. - The UDS editor now lets you set the "MultiLine" meta-data on arrays of FString and FText properties. - Fixed changing the "MultiLine" flag on a UDS property not rebuilding the default value editor. - Fixed the default values panel in the UDS editor having a title area. #jira UE-30392 Change 2968999 on 2016/05/06 by Jamie.Dale Fixed infinite loop in the editor if a directory that is being watched is deleted #jira UE-30172 Change 2969105 on 2016/05/06 by Richard.TalbotWatkin Fixed issue where opening a submenu while the parent menu had a text box focused would lead to a crash. The graph node comment text widget now only dismisses all menus if the text commit info implies that it was committed by some user action. #jira UE-29086 - Crash When Typing a Node Comment and Hovering Over the Alignment Option Change 2969440 on 2016/05/06 by Jamie.Dale Significant performance improvements when pasting a large amount of text #jira UE-19712 Change 2969619 on 2016/05/06 by Andrew.Rodham Auto-reimport is now disabled inside an editor running in unattended mode Change 2969621 on 2016/05/06 by Jamie.Dale Added the ability to override the subtitle used on a dialogue wave This is useful for effort sounds, plus some other cases, such as characters speaking in a foreign language not known to the player. #jira UETOOL-795 Change 2970588 on 2016/05/09 by Chris.Wood Fix typo in operator expression in UEndUserSettings::SetSendAnonymousUsageDataToEpic() [UE-26958] - GitHub 2056 : Fixing typo in the operator #2056 Change 2971151 on 2016/05/09 by Chris.Wood Logging ensure fails as errors. Automated tests with ensure fails will be unsuccessful. [UE-19579] - If an ensure() fails within an automated test, the test can still show a positive result. [UE-26575] - GitHub 2030 : Add error-severity message to log on ensure. PR #2030 Change 2971267 on 2016/05/09 by Alexis.Matte Wrong parameter when calling GetImportOptions #jira UE-30299 Change 2972073 on 2016/05/10 by Richard.TalbotWatkin Fixed UModel methods which make surfaces as modified. #jira UE-28831 - Unable to undo material placement on BSP Change 2972329 on 2016/05/10 by Nick.Darnell Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 2972887 on 2016/05/10 by Alexis.Matte #jira UE-30167 We now import the geometric transform also when we uncheck the absolute transform in the vertex. Change 2973664 on 2016/05/11 by Nick.Darnell Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 2973717 on 2016/05/11 by Nick.Darnell Fixing compiler issues from main merge. #jira UE-30590 Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport [CL 2973886 by Nick Darnell in Main branch]
2016-05-11 11:05:13 -04:00
IDetailCategoryBuilder& ContextMappingsDetailCategoryBuilder = DetailBuilder.EditCategory("DialogueContexts", FText::GetEmpty(), ECategoryPriority::Important);
// Add Context Button
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
ContextMappingsDetailCategoryBuilder.AddCustomRow(LOCTEXT("AddDialogueContext", "Add Dialogue Context"))
[
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
SNew(SBox)
.Padding(2.0f)
.VAlign(VAlign_Center)
.HAlign(HAlign_Center)
[
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
SNew(SButton)
.Text(LOCTEXT("AddDialogueContext", "Add Dialogue Context"))
.ToolTipText(LOCTEXT("AddDialogueContextToolTip", "Adds a new context for dialogue based on speakers, those spoken to, and the associated soundwave."))
.OnClicked(FOnClicked::CreateSP(this, &FDialogueWaveDetails::AddDialogueContextMapping_OnClicked))
]
];
// Individual Context Mappings
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
const TSharedPtr<IPropertyHandle> ContextMappingsPropertyHandle = DetailLayoutBuilder->GetProperty(GET_MEMBER_NAME_CHECKED(UDialogueWave, ContextMappings), UDialogueWave::StaticClass());
ContextMappingsPropertyHandle->MarkHiddenByCustomization();
const TSharedPtr<IPropertyHandleArray> ContextMappingsPropertyArrayHandle = ContextMappingsPropertyHandle->AsArray();
uint32 DialogueContextMappingCount;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
ContextMappingsPropertyArrayHandle->GetNumElements(DialogueContextMappingCount);
for (uint32 j = 0; j < DialogueContextMappingCount; ++j)
{
const TSharedPtr<IPropertyHandle> ChildContextMappingPropertyHandle = ContextMappingsPropertyArrayHandle->GetElement(j);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
const TSharedRef<FDialogueContextMappingNodeBuilder> DialogueContextMapping = MakeShareable(new FDialogueContextMappingNodeBuilder(DetailLayoutBuilder, ChildContextMappingPropertyHandle));
ContextMappingsDetailCategoryBuilder.AddCustomBuilder(DialogueContextMapping);
}
}
FReply FDialogueWaveDetails::AddDialogueContextMapping_OnClicked()
{
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
const TSharedPtr<IPropertyHandle> ContextMappingsPropertyHandle = DetailLayoutBuilder->GetProperty(GET_MEMBER_NAME_CHECKED(UDialogueWave, ContextMappings), UDialogueWave::StaticClass());
const TSharedPtr<IPropertyHandleArray> ContextMappingsPropertyArrayHandle = ContextMappingsPropertyHandle->AsArray();
ContextMappingsPropertyArrayHandle->AddItem();
DetailLayoutBuilder->ForceRefreshDetails();
return FReply::Handled();
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2879705 on 2016/02/24 by Nick.Darnell Editor - Tweaking some comments. #tests n/a #rb n/a Change 2879674 on 2016/02/24 by Nick.Darnell Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option. #tests Ran the editor, tried each option and they all seem to do what I want. #rb matt.kuhlenschmidt Change 2879661 on 2016/02/24 by Jamie.Dale More general fixes for dialogue waves - The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short. - The localization key can now be user customized, and contains a placeholder format specifier for the context hash. - The "Variations" meta-data is now called "Context". #rb James.Hopkin #tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected. Change 2879436 on 2016/02/24 by Nicholas.Davies A few bug fixes for blocking PS4 > PC chat #jira OR-15467 Disable Paragon chat on PS4 for users outside of the game #RB Antony.Carter #codereview Sam.Zamani #TESTS PS4 whispers to and from none Paragon PC users is blocked. Change 2878929 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge Main to reconcile 0.20 branch creation #RB:none #Tests:none Change 2878600 on 2016/02/23 by Dmitry.Rekman Linux: added code to identify CPU for FPSCharts (OR-14949). #rb none #tests Ran dedicated server on local VM and a few physical boxes. Change 2878443 on 2016/02/23 by Marcus.Wassmer Fix game not ticking when PS button is pressed. #rb andrew.grant #test golden path ps4 Change 2878361 on 2016/02/23 by Josh.Markiewicz #UE4 - fixed bad comment #rb none #tests none Change 2878205 on 2016/02/23 by Jason.Bestimt #ORION_DEV - Merge main (0.19) at CL# 2878162 #Tests:none #RB:none Change 2878095 on 2016/02/23 by Josh.Markiewicz #UE4 - added warnings to json mcp read/write failures - removed HostAddressOverride parameter (use -uselocalips and -multihome together instead) #rb none #tests matchmaking golden path Change 2878002 on 2016/02/23 by Josh.Markiewicz #UE4 - made two party framework functions virtual #rb none #tests none Change 2877998 on 2016/02/23 by Josh.Markiewicz #Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled) #rb rob.cannaday #tests social/team parties golden path #codereview rob.cannaday Change 2877822 on 2016/02/23 by Olaf.Piesche speculative fix for OR-15710 #rb david.hill #tests PC game Change 2877804 on 2016/02/23 by Uriel.Doyon Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data #codereview robert.manuszewski #rb marcus.wassmer #tests played several games on PC, also doing rejoin #jira OR-15658 Change 2877692 on 2016/02/23 by Jamie.Dale Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877691 on 2016/02/23 by Jamie.Dale Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves #rb Saul.Abreu #tests Built for Windows, Linux, and PS4. Tested the commandlet. Change 2877690 on 2016/02/23 by Jamie.Dale General dialogue wave fixes [CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
#undef LOCTEXT_NAMESPACE