Files
UnrealEngineUWP/Engine/Source/Editor/StaticMeshEditor/Private/StaticMeshEditorActions.cpp

54 lines
6.3 KiB
C++
Raw Normal View History

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "StaticMeshEditorActions.h"
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
#define LOCTEXT_NAMESPACE "StaticMeshEditorCommands"
void FStaticMeshEditorCommands::RegisterCommands()
{
UI_COMMAND( SetShowWireframe, "Wireframe", "Toggles the viewmode of the Preview Pane between a lit view and a wireframe view.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( SetShowVertexColor, "Vert Colors", "Toggles vertex colors.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( SetDrawUVs, "UV", "Toggles display of the static mesh's UVs for the specified channel.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( SetShowGrid, "Grid", "Displays the viewport grid.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( SetShowBounds, "Bounds", "Toggles display of the bounds of the static mesh.", EUserInterfaceActionType::ToggleButton, FInputChord() );
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3294073 on 2017/02/09 by Thomas.Sarkanen Delete old location of FriendViewModel.h that did not get picked up correctly in the merge Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839 Change 3358776 on 2017/03/22 by Ori.Cohen Recreate physics when changing mobility of components - fixes debug rendering issue #JIRA UE-39328 Change 3360075 on 2017/03/23 by James.Golding Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main. Change 3362695 on 2017/03/24 by Thomas.Sarkanen Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor #jira UE-41100 - Persona code calling incorrect extenders when building menus. Change 3362696 on 2017/03/24 by Thomas.Sarkanen Facial animation experimental feature now pops up restart editor toast #jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer Change 3362699 on 2017/03/24 by Thomas.Sarkanen Enable snapping for translation in animation viewports #jira UE-39747 - Translating sockets in Persona is not affected by Snap Options #jira UE-39748 - Translating bones in Persona is not affected by Snap Options Change 3362700 on 2017/03/24 by Thomas.Sarkanen Curve source nodes now dont update their source title if the source is a pin The title of the node is not recached when the pin default changes, so we cant display it in the title #jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in Change 3362721 on 2017/03/24 by Thomas.Sarkanen CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports #jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona Change 3362724 on 2017/03/24 by Thomas.Sarkanen Fix animation preview scene keyboard bindings Also moved advanced preview scene into its own module #jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened. Change 3362783 on 2017/03/24 by Ori.Cohen Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash. Change 3362796 on 2017/03/24 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3362803 on 2017/03/24 by Ori.Cohen Recreate physics when changing mobility of components - fixes debug rendering issue #JIRA UE-39328 Change 3363013 on 2017/03/24 by Thomas.Sarkanen Fix CIS issue Change 3363202 on 2017/03/24 by Ori.Cohen Fix bad #endif Change 3363295 on 2017/03/24 by Ori.Cohen Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children. #JIRA UE-40783 Change 3363435 on 2017/03/24 by Jon.Nabozny Fix infinite jump on client when Jump Max Hold Time is not 0. #jira UE-41004 Change 3363451 on 2017/03/24 by Jon.Nabozny Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused). #jira UE-39567 Change 3363504 on 2017/03/24 by Jon.Nabozny Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array. (Code originally came from SCE via UDN) #jira UE-41049 Change 3363532 on 2017/03/24 by Ori.Cohen Change default to SkipSimulatedBones. #JIRA UE-41404 Change 3363537 on 2017/03/24 by Ori.Cohen Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it. #JIRA UE-30826 Change 3363681 on 2017/03/24 by Jon.Nabozny Reapply 3292286 after it was clobbered by 3360002 (Only clobbered in Ocean). #jira UE-37512 Change 3363722 on 2017/03/24 by mason.seay Updated map to improve testing Change 3365351 on 2017/03/27 by Thomas.Sarkanen Fix non-PCH CIS errors #jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name Change 3365422 on 2017/03/27 by Thomas.Sarkanen Fixed skinned mesh LOD not updating in editor under various physics-related circumstances #jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport Change 3365423 on 2017/03/27 by Thomas.Sarkanen Fix ensure when setting Spline IK Bone Axis to 'None' Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved. #jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK Change 3365424 on 2017/03/27 by Thomas.Sarkanen Fix control rigs being convertable to possessables Also prevent 'export to anim sequence' button from appearing on standard level sequences #jira UE-42070 - Crash converting a control rig to Possessable Change 3365425 on 2017/03/27 by Thomas.Sarkanen When selecting bones that are non-required, we dont render gizmos or text labels #jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona Change 3365426 on 2017/03/27 by Thomas.Sarkanen Fixed foot placement IK doing line traces on worker threads Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too). Note: Node is not actually used #jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread Change 3365428 on 2017/03/27 by Thomas.Sarkanen Skeleton selection no does not lag behind choice made in viewport #jira UE-42236 - Mesh Overlay always lags behind actual selection Change 3365429 on 2017/03/27 by Thomas.Sarkanen Fix anim BPs that contain state machines having blank palettes #jira UE-42172 - AnimBP Palette is blank on existing AnimBPs Change 3365435 on 2017/03/27 by Jurre.deBaare Undoing Channel selection in Paint mode does not work #fix use duplicated CDO object instead of CDO directly #jira UE-42621 Change 3365436 on 2017/03/27 by Jurre.deBaare Functionless undo/redo transactions created when importing Alembic file and changing conversion settings #fix use duplicated CDO object instead of CDO directly #jira UE-40347 Change 3365437 on 2017/03/27 by Jurre.deBaare Ensure that HLOD cannot be set up in sub-levels #fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled #jira UE-40301 Change 3365438 on 2017/03/27 by Jurre.deBaare 2D Blendspace breaks when aligning samples in a straight line #fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense #jira UE-42744 Change 3365439 on 2017/03/27 by Jurre.deBaare Color View Mode doesn't reset when closing/reopening editor #fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor #jira UE-42466 Change 3365440 on 2017/03/27 by Jurre.deBaare LOD Model field scrubbing is very sensitive #fix made sure that max slider value is also driven by data #jira UE-42980 Change 3365441 on 2017/03/27 by Jurre.deBaare Replacing an asset in a sequence player node does not register in undo history #fix added transaction for dropping anim assets on player nodes #jira UE-39152 Change 3365442 on 2017/03/27 by Jurre.deBaare Crash on Mac importing some alembic files #fix disable multithread abc file reading with HDF5 backend #jira UE-39783 Change 3365443 on 2017/03/27 by Jurre.deBaare Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files" Change 3365444 on 2017/03/27 by Jurre.deBaare Moving over Alembic fixes: - Time offset issues > changed how we determine frame indices and frame steps - Incorrect tangent issues > enforce tangent calculation during skeletal mesh import - Automatically set recompute tangent flag on skeletal mesh sections Change 3365451 on 2017/03/27 by Jurre.deBaare CIS: include needed for GetTransientPackage Change 3365460 on 2017/03/27 by Jurre.deBaare CIS: apparently CIS wants explicit cast to UObject Change 3365463 on 2017/03/27 by Jurre.deBaare CIS: final fix, was actually UPackage include missing ugh Change 3365486 on 2017/03/27 by Thomas.Sarkanen Fix case error in include for Linux builds Change 3365499 on 2017/03/27 by James.Golding Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData' Fix FCollsiionProfileData typo #jira UE-42490 Change 3365500 on 2017/03/27 by Jurre.deBaare Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh #fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised #jira UE-42637 Change 3365501 on 2017/03/27 by James.Golding Disable rather than hide anim picker when no mesh assigned #jira UE-35537 Change 3365505 on 2017/03/27 by James.Golding Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html #jira UE-43061 Change 3365515 on 2017/03/27 by Jurre.deBaare Using Alt+Click to break Transition node connections cannot be undone using the Undo command #fix added transactions to breaking node links #jira UE-39068 Change 3365528 on 2017/03/27 by Jurre.deBaare Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend #fix added validation on blendspaces when removing or adding sync markers in animation editor #jira UE-39814 Change 3365535 on 2017/03/27 by Jurre.deBaare Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport #fix lock camera if erasing as well #jira UE-42474 Change 3365539 on 2017/03/27 by Jurre.deBaare Painting on animation sequence paints on invisible T-pose skeleton #fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh #jira UE-42484 Change 3365545 on 2017/03/27 by Jurre.deBaare Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting #fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode #jira UE-43091 Change 3365549 on 2017/03/27 by Jurre.deBaare CIS: include fix Change 3365555 on 2017/03/27 by Jurre.deBaare Missing change from 3365545 Change 3365561 on 2017/03/27 by Jurre.deBaare Missing change from 3365545 Change 3365918 on 2017/03/27 by Ori.Cohen PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift) #JIRA UE-43337 Change 3366234 on 2017/03/27 by Ori.Cohen Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called. #JIRA UE-43339 #pr 3427 Change 3367252 on 2017/03/28 by Jurre.deBaare Vertex Weight Painting options are no longer present in MeshPaint mode #fix implemented singleton pattern for paint mode settings to ensure customization works correctly #jira UE-43357 Change 3367340 on 2017/03/28 by Jurre.deBaare GC fix for recent changes to painting / alembic settings Change 3367445 on 2017/03/28 by Thomas.Sarkanen Fix fallout from Main merge OrionEditor needs to depend on the new AdvancedPreviewScene module. Change 3367741 on 2017/03/28 by Ori.Cohen Remove unused physics warning when moving simulated object during physics #jira UE-41465 Change 3368072 on 2017/03/28 by Ori.Cohen Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade #JIRA UE-42956 Change 3368479 on 2017/03/28 by Ori.Cohen Fix GetClosestPoint incorrectly considering welded bodies. #JIRA UE-39329 Change 3368620 on 2017/03/28 by Lina.Halper Added code comment #rb:none #jira: UE-38836 Change 3368752 on 2017/03/28 by mason.seay Updated test map since UE-338836 came back as by design Change 3369370 on 2017/03/29 by James.Golding Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled Add separate options for showing simple and complex collision in StaticMesh Editor #jira UE-42844 Change 3369438 on 2017/03/29 by Lina.Halper Fix issue where it updates more often when you give too high update rate - i.e. 60 #jira: UE-38844 #code review: Laurent.Delayen Change 3369462 on 2017/03/29 by Thomas.Sarkanen Add preview mesh to animation blueprints Auto set preview mesh for animation assets and animation blueprints based off meshes. #jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona Change 3369463 on 2017/03/29 by Thomas.Sarkanen We now select current preview mesh in the preview mesh dropdown Change 3369464 on 2017/03/29 by Thomas.Sarkanen Ticks now appear properly on anim sequence scrub bar #jira UE-41197 - No additional ticks appear on the timeline when you zoom in Change 3369465 on 2017/03/29 by Thomas.Sarkanen Persona now depends publicly on SkeletonEditor GitHub PR #3431 from kayama-shift #jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically Change 3369466 on 2017/03/29 by Thomas.Sarkanen Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package #jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints Change 3369467 on 2017/03/29 by Thomas.Sarkanen Tweaked combo box alignment for world/local transform Appearance is now closer to that of the level editor Change 3369469 on 2017/03/29 by Thomas.Sarkanen Prevent switching to unsupported widget modes when editing control rigs #jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly Change 3369588 on 2017/03/29 by Thomas.Sarkanen Make import data and thumbnail data transactional #jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona) Change 3369609 on 2017/03/29 by Thomas.Sarkanen Montages are now correctly initialized when created They can be used straight away without first opening them in the montage edtior. Moved initialization of composite sections from SMontageEditor to AnimMontageFactory. #jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP Change 3369610 on 2017/03/29 by Thomas.Sarkanen Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved #jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names Change 3369647 on 2017/03/29 by Ori.Cohen Fix mass debug not working when moving components in the editor. #JIRA UE-43437 Change 3369875 on 2017/03/29 by Ori.Cohen Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result. #JIRA UE-25923 Change 3370144 on 2017/03/29 by Lina.Halper Fix on the retargeting child anim BP #rb: Martin.Wilson #jira: UE-39928 Change 3371480 on 2017/03/30 by James.Golding Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff. #jira UE-42132 Change 3371484 on 2017/03/30 by Thomas.Sarkanen We now propagate thread safety flags to child Animation Blueprints Change 3371486 on 2017/03/30 by Thomas.Sarkanen Fixed crash and effector selection issues for two bone IK Crash occured when selecting the root bone as the end of the chain. Viewport selection was not working at all as we werent creating any selection proxy actors any more. Change 3371497 on 2017/03/30 by Thomas.Sarkanen Added warning when Sequencer tries to write to properties that have changed type #jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert Change 3371614 on 2017/03/30 by Martin.Wilson Clean up deprecated property value after load so we dont get extra anim blueprint references #jira UE-42501 Change 3371619 on 2017/03/30 by James.Golding Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs Change 3372452 on 2017/03/30 by Jon.Nabozny Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag. #jira UE-36546 Change 3373043 on 2017/03/30 by Lina.Halper - Consolidating to FastLerp to simply code - Added comment on FastLerp as the result is not normalized #rb: Michael.Noland, David.Hill Change 3373292 on 2017/03/30 by Jeff.Farris Made Actor.DispatchPhysicsCollisionHit virtual. (Copied CL 3261103 from Robo Recall to Dev-AnimPhys) Change 3373293 on 2017/03/30 by Jeff.Farris Added PhysicalAnimationComponent.GetBodyTargetTransform (Copied 3256175 from RoboRecall to Dev-AnimPhys) Change 3373318 on 2017/03/30 by Jeff.Farris Added option for components to opt out of physics impulses on damage. (Copied CL 3282585 from RoboRecall to Dev-AnimPhys) Change 3374064 on 2017/03/31 by Thomas.Sarkanen Renaming curves in animations is now saved properly Guids were not being set, so loading code obliterated the rename after an editor restart #jira UE-40582 - Curve name is not updated when user changes it in persona editor. Change 3374175 on 2017/03/31 by Thomas.Sarkanen Two bone IK UI consistency fixes Completely removed all bone select actors. They have a terrible UX anyway. We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate. #jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set Change 3374216 on 2017/03/31 by Martin.Wilson Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data #jira UE-37897 Change 3374253 on 2017/03/31 by Thomas.Sarkanen Supplementary fix to CL 3371497 Adding name exposure for property types that we support Change 3374298 on 2017/03/31 by Jeff.Farris Code change from nVidia that improves physX perf (afterIntegration time). (Copied CL 3302239 from Robo Recall to Dev-AnimPhys) Change 3374432 on 2017/03/31 by Lina.Halper Make sure AcitveBoneIndices contains parent #jira: UE-14597 #rb: Martin.Wilson #code review: Benn.Gallagher, Alexis.Matte, James.Golding Change 3374836 on 2017/03/31 by Jon.Nabozny Fixup hits returned before start of trace in raycast_capsule. This change is copied from CL-3297212 #jira UE-42532 Change 3375195 on 2017/03/31 by Lina.Halper resave animation sequence for increasing info to warning #code review: Thomas.Sarkanen #jira: UE-40643 Change 3375282 on 2017/03/31 by Lina.Halper Fix odin content for animation : resave animation sequence for increasing info to warning #code review: Thomas.Sarkanen #jira: UE-40643 Change 3375288 on 2017/03/31 by Lina.Halper reverting code of degrading warning to info to avoid warning #jira: UE-40643 Change 3375865 on 2017/04/01 by Lina.Halper fix build error Change 3375868 on 2017/04/01 by Lina.Halper fix build warning on shadow var #code review: Thomas.Sarkanen Change 3376283 on 2017/04/03 by Thomas.Sarkanen Reworked, more generic property path handling in object change listener This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof). The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.) Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains. IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'. Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]). #jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys Change 3376320 on 2017/04/03 by Benn.Gallagher Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver #jira OR-36926 Change 3376413 on 2017/04/03 by Benn.Gallagher Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system. #jira OR-36927 Change 3376421 on 2017/04/03 by Benn.Gallagher Missed file from OR cloth fixes merge Change 3376456 on 2017/04/03 by Lina.Halper Resave fortnite animation to remove warning #rb: none Change 3376479 on 2017/04/03 by Jon.Nabozny Touch PhysXLibs to ensure physx links properly. (Needed for CL-3374836) Change 3376610 on 2017/04/03 by Martin.Wilson Fix for crash when reimporting lodded mesh with virtual bones #jira UE-43557 Change 3376618 on 2017/04/03 by Jurre.deBaare Mesh Paint decrement rate is too slow when used with hotkeys #fix change way we increase/decrease brush value #jira UE-43402 Change 3376650 on 2017/04/03 by Benn.Gallagher Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user. #jira UE-41739 Change 3376771 on 2017/04/03 by Benn.Gallagher Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally) #jira UE-41737 Change 3378117 on 2017/04/04 by Thomas.Sarkanen Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified Also added a warning to inform users of the issue. #jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur Change 3378118 on 2017/04/04 by Thomas.Sarkanen Fix 2-bone IK flickering First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases. #jira UE-43525 - Mesh Flicker when Two Bone IK is stretched Change 3378192 on 2017/04/04 by Benn.Gallagher Trivial fix to clothing dropdowns to unbind clothing assets when switching Change 3378206 on 2017/04/04 by Thomas.Sarkanen Fix IncludeTool static analysis errors Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module. #jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error Change 3378207 on 2017/04/04 by Thomas.Sarkanen Fix static analysis warning Change 3378267 on 2017/04/04 by Benn.Gallagher Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16. Change 3378268 on 2017/04/04 by Benn.Gallagher Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen. #jira UE-40407 Change 3378342 on 2017/04/04 by Jurre.deBaare Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor #fix ensure that we update the skeleton tree when changes to the bones are made #misc made sure the reapply button its visibility is dynamic #misc made sure we always re-add previously removed bones when necessary #jira UE-40500 Change 3378374 on 2017/04/04 by Thomas.Sarkanen Fixed animation not working for dynamically-bound wheeled-vehicle anim instances Vehicle anim instance now looks for a wheeled vehicle component when it initializes. #jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns Change 3378518 on 2017/04/04 by Jon.Nabozny Fix jump height becoming frame dependent when JumpMaxHoldTime > 0. #jira UE-23695 Change 3378538 on 2017/04/04 by Martin.Wilson Speculative fix for unreproducable crash on loading animations #jira OR-37157 Change 3378592 on 2017/04/04 by Jurre.deBaare Mesh painting tools not working outside of QAGame #fix required a direct loadmodule call Change 3378622 on 2017/04/04 by Jurre.deBaare CIS shadow variable fix Change 3378742 on 2017/04/04 by Thomas.Sarkanen Fixed crash entering PIE in Orion Change 3378907 on 2017/04/04 by Benn.Gallagher Re-added wind adaptiive effects to legacy wind path. Fixed math error in damping calculations (log2/loge). #jira UE-42044 Change 3379240 on 2017/04/04 by Jon.Nabozny Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies Change 3379415 on 2017/04/04 by Jon.Nabozny Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled. #JIRA UE-32598 Change 3379502 on 2017/04/04 by Lina.Halper Mirroring issue with flipping rotation due to not counting scale #jira: UE-33646, UE-34489 #rb: Ori.Cohen #code review: Zak.Middleton Change 3380544 on 2017/04/05 by Thomas.Sarkanen Fix warning spam when playing back UMG sequences animating visibility Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling. Also removed message log usage in shipping/test builds. #jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'. Change 3380605 on 2017/04/05 by Benn.Gallagher Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game. #jira UE-43624 Change 3381025 on 2017/04/05 by Jon.Nabozny Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues. Change 3381475 on 2017/04/05 by Lina.Halper Fix crash on creating montage and setting slot node #jira: UE-43698 #rb: Ori.Cohen Change 3381558 on 2017/04/05 by Lina.Halper Better clean up of flipping issue of quaternion issue #jira: UE-33646, UE-34489 #rb: Zak.Middleton Change 3381789 on 2017/04/05 by Jon.Nabozny Revert InitAnim changes from CL-3379415 to fix cook warnings. (Will have proper fix for 4.17 instead). Change 3381978 on 2017/04/05 by Aaron.McLeran #jira UE-43654 Fixing oculus audio SDK sample rate issue Change 3383181 on 2017/04/06 by Lina.Halper Remove copy right of Dual quaternion since we no longer uses #code review:Leslie.Nivison Change 3383283 on 2017/04/06 by Ori.Cohen Fixed missing invalidation for body setup when modifying materials #JIRA UE-43680 Change 3383602 on 2017/04/06 by Lina.Halper Fixed scroller in retargeting window #jira: UE-43736 Change 3384369 on 2017/04/07 by Jurre.deBaare Wrong bone is sometimes highlighted in skeleton editor #fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies #jira UE-43735 Change 3384744 on 2017/04/07 by Jon.Nabozny Fix body rotation being killed on load. #JIRA UE-43771 [CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
UI_COMMAND( SetShowSimpleCollision, "Simple Collision", "Toggles display of the simplified collision mesh of the static mesh, if present.", EUserInterfaceActionType::ToggleButton, FInputChord());
UI_COMMAND( SetShowComplexCollision, "Complex Collision", "Toggles display of the complex collision for this static mesh.", EUserInterfaceActionType::ToggleButton, FInputChord());
UI_COMMAND( ResetCamera, "Reset Camera", "Resets the camera to focus on the static mesh", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SetShowSockets, "Sockets", "Displays the static mesh sockets.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( SetDrawAdditionalData, "Additional Data", "Draw additional user data associated with asset.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ReimportMesh, "Reimport Base Mesh", "Reimport the base mesh.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ReimportMeshWithNewFile, "Reimport Base Mesh With New File", "Reimport the base mesh using a new source file.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND( ReimportAllMesh, "Reimport Base Mesh + LODs", "Reimport the base mesh and all the custom LODs.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND( ReimportAllMeshWithNewFile, "Reimport Base Mesh + LODs With New File", "Reimport the base mesh using a new source file and all the custom LODs (No new source file for the custom LODs).", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SetShowNormals, "Normals", "Toggles display of vertex normals in the Preview Pane.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( SetShowTangents, "Tangents", "Toggles display of vertex tangents in the Preview Pane.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( SetShowBinormals, "Binormals", "Toggles display of vertex binormals (orthogonal vector to normal and tangent) in the Preview Pane.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( SetShowVertices, "Vertices", "Toggles display of vertices in the Preview Pane.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( SetShowPivot, "Show Pivot", "Display the pivot location of the static mesh.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( CreateDOP10X, "Add 10DOP-X Simplified Collision", "Generates a new axis-aligned box collision mesh with the 4 X-axis aligned edges beveled (10 total sides) encompassing the static mesh.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CreateDOP10Y, "Add 10DOP-Y Simplified Collision", "Generates a new axis-aligned box collision mesh with the 4 Y-axis aligned edges beveled (10 total sides) encompassing the static mesh.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CreateDOP10Z, "Add 10DOP-Z Simplified Collision", "Generates a new axis-aligned box collision mesh with the 4 Z-axis aligned edges beveled (10 total sides) encompassing the static mesh.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CreateDOP18, "Add 18DOP Simplified Collision", "Generates a new axis-aligned box collision mesh with all edges beveled (18 total sides) encompassing the static mesh.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CreateDOP26, "Add 26DOP Simplified Collision", "Generates a new axis-aligned box collision mesh with all edges and corners beveled (26 total sides) encompassing the static mesh.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CreateBoxCollision, "Add Box Simplified Collision", "Generates a new box collision mesh encompassing the static mesh.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CreateSphereCollision, "Add Sphere Simplified Collision", "Generates a new sphere collision mesh encompassing the static mesh.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CreateSphylCollision, "Add Capsule Simplified Collision", "Generates a new capsule collision mesh encompassing the static mesh.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CreateAutoConvexCollision, "Auto Convex Collision", "Opens the Auto Convex Collision Tool for generating a new convex collision mesh, or meshes.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( RemoveCollision, "Remove Collision", "Removes any simplified collision assigned to the static mesh.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ConvertBoxesToConvex, "Convert Boxes to Convex", "Converts any simple box collision meshes to convex collision meshes.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CopyCollisionFromSelectedMesh, "Copy Collision from Selected Static Mesh", "Copy collision from the static mesh selected in Content Browser.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( FindSource, "Find Source", "Opens explorer at the location of this asset.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ChangeMesh, "Change Mesh", "Changes the static mesh asset loaded in the Static Mesh Editor to the asset currently selected in the Content Browser.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SaveGeneratedLODs, "Save Generated LODs", "Saves the generated LODs in the mesh package.", EUserInterfaceActionType::Button, FInputChord());
}
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
#undef LOCTEXT_NAMESPACE