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UnrealEngineUWP/Engine/Source/Developer/OutputLog/Private/SOutputLog.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "SOutputLog.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Framework/Text/TextRange.h"
#include "Framework/Text/IRun.h"
#include "Framework/Text/TextLayout.h"
#include "HAL/IConsoleManager.h"
#include "Misc/OutputDeviceHelper.h"
#include "SlateOptMacros.h"
#include "Textures/SlateIcon.h"
#include "Framework/Commands/UIAction.h"
#include "Framework/Text/SlateTextLayout.h"
#include "Framework/Text/SlateTextRun.h"
#include "Widgets/Text/STextBlock.h"
#include "Widgets/Input/SMenuAnchor.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "Widgets/Input/SMultiLineEditableTextBox.h"
#include "Widgets/Input/SComboButton.h"
#include "Widgets/Views/SListView.h"
#include "EditorStyleSet.h"
#include "EditorStyleSettings.h"
#include "EngineGlobals.h"
#include "Editor.h"
#include "Engine/LocalPlayer.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 "GameFramework/GameStateBase.h"
#include "Widgets/Input/SSearchBox.h"
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
#define LOCTEXT_NAMESPACE "SOutputLog"
/** Expression context to test the given messages against the current text filter */
class FLogFilter_TextFilterExpressionContext : public ITextFilterExpressionContext
{
public:
explicit FLogFilter_TextFilterExpressionContext(const FLogMessage& InMessage) : Message(&InMessage) {}
/** Test the given value against the strings extracted from the current item */
virtual bool TestBasicStringExpression(const FTextFilterString& InValue, const ETextFilterTextComparisonMode InTextComparisonMode) const override { return TextFilterUtils::TestBasicStringExpression(*Message->Message, InValue, InTextComparisonMode); }
/**
* Perform a complex expression test for the current item
* No complex expressions in this case - always returns false
*/
virtual bool TestComplexExpression(const FName& InKey, const FTextFilterString& InValue, const ETextFilterComparisonOperation InComparisonOperation, const ETextFilterTextComparisonMode InTextComparisonMode) const override { return false; }
private:
/** Message that is being filtered */
const FLogMessage* Message;
};
/** Custom console editable text box whose only purpose is to prevent some keys from being typed */
class SConsoleEditableTextBox : public SEditableTextBox
{
public:
SLATE_BEGIN_ARGS( SConsoleEditableTextBox ) {}
/** Hint text that appears when there is no text in the text box */
SLATE_ATTRIBUTE(FText, HintText)
/** Called whenever the text is changed interactively by the user */
SLATE_EVENT(FOnTextChanged, OnTextChanged)
/** Called whenever the text is committed. This happens when the user presses enter or the text box loses focus. */
SLATE_EVENT(FOnTextCommitted, OnTextCommitted)
SLATE_END_ARGS()
void Construct( const FArguments& InArgs )
{
SetStyle(&FCoreStyle::Get().GetWidgetStyle< FEditableTextBoxStyle >("NormalEditableTextBox"));
SBorder::Construct(SBorder::FArguments()
.BorderImage(this, &SConsoleEditableTextBox::GetConsoleBorder)
.BorderBackgroundColor(Style->BackgroundColor)
.ForegroundColor(Style->ForegroundColor)
.Padding(Style->Padding)
[
SAssignNew( EditableText, SConsoleEditableText )
.HintText( InArgs._HintText )
.OnTextChanged( InArgs._OnTextChanged )
.OnTextCommitted( InArgs._OnTextCommitted )
] );
}
private:
class SConsoleEditableText : public SEditableText
{
public:
SLATE_BEGIN_ARGS( SConsoleEditableText ) {}
/** The text that appears when there is nothing typed into the search box */
SLATE_ATTRIBUTE(FText, HintText)
/** Called whenever the text is changed interactively by the user */
SLATE_EVENT(FOnTextChanged, OnTextChanged)
/** Called whenever the text is committed. This happens when the user presses enter or the text box loses focus. */
SLATE_EVENT(FOnTextCommitted, OnTextCommitted)
SLATE_END_ARGS()
void Construct( const FArguments& InArgs )
{
SEditableText::Construct
(
SEditableText::FArguments()
.HintText( InArgs._HintText )
.OnTextChanged( InArgs._OnTextChanged )
.OnTextCommitted( InArgs._OnTextCommitted )
.ClearKeyboardFocusOnCommit( false )
.IsCaretMovedWhenGainFocus( false )
.MinDesiredWidth( 400.0f )
);
}
virtual FReply OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent )
{
// Special case handling. Intercept the tilde key. It is not suitable for typing in the console
if( InKeyEvent.GetKey() == EKeys::Tilde )
{
return FReply::Unhandled();
}
else
{
return SEditableText::OnKeyDown( MyGeometry, InKeyEvent );
}
}
virtual FReply OnKeyChar( const FGeometry& MyGeometry, const FCharacterEvent& InCharacterEvent )
{
// Special case handling. Intercept the tilde key. It is not suitable for typing in the console
if( InCharacterEvent.GetCharacter() != 0x60 )
{
return SEditableText::OnKeyChar( MyGeometry, InCharacterEvent );
}
else
{
return FReply::Unhandled();
}
}
};
/** @return Border image for the text box based on the hovered and focused state */
const FSlateBrush* GetConsoleBorder() const
{
if (EditableText->HasKeyboardFocus())
{
return &Style->BackgroundImageFocused;
}
else
{
if (EditableText->IsHovered())
{
return &Style->BackgroundImageHovered;
}
else
{
return &Style->BackgroundImageNormal;
}
}
}
};
SConsoleInputBox::SConsoleInputBox()
: SelectedSuggestion(-1)
, bIgnoreUIUpdate(false)
{
}
BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
void SConsoleInputBox::Construct( const FArguments& InArgs )
{
OnConsoleCommandExecuted = InArgs._OnConsoleCommandExecuted;
ConsoleCommandCustomExec = InArgs._ConsoleCommandCustomExec;
ChildSlot
[
SAssignNew( SuggestionBox, SMenuAnchor )
.Placement( InArgs._SuggestionListPlacement )
[
SAssignNew(InputText, SConsoleEditableTextBox)
.OnTextCommitted(this, &SConsoleInputBox::OnTextCommitted)
.HintText( NSLOCTEXT( "ConsoleInputBox", "TypeInConsoleHint", "Enter console command" ) )
.OnTextChanged(this, &SConsoleInputBox::OnTextChanged)
]
.MenuContent
(
SNew(SBorder)
.BorderImage(FEditorStyle::GetBrush("Menu.Background"))
.Padding( FMargin(2) )
[
SNew(SBox)
.HeightOverride(250) // avoids flickering, ideally this would be adaptive to the content without flickering
[
SAssignNew(SuggestionListView, SListView< TSharedPtr<FString> >)
.ListItemsSource(&Suggestions)
.SelectionMode( ESelectionMode::Single ) // Ideally the mouse over would not highlight while keyboard controls the UI
.OnGenerateRow(this, &SConsoleInputBox::MakeSuggestionListItemWidget)
.OnSelectionChanged(this, &SConsoleInputBox::SuggestionSelectionChanged)
.ItemHeight(18)
]
]
)
];
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
END_SLATE_FUNCTION_BUILD_OPTIMIZATION
void SConsoleInputBox::Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
{
if (!GIntraFrameDebuggingGameThread && !IsEnabled())
{
SetEnabled(true);
}
else if (GIntraFrameDebuggingGameThread && IsEnabled())
{
SetEnabled(false);
}
}
void SConsoleInputBox::SuggestionSelectionChanged(TSharedPtr<FString> NewValue, ESelectInfo::Type SelectInfo)
{
if(bIgnoreUIUpdate)
{
return;
}
for(int32 i = 0; i < Suggestions.Num(); ++i)
{
if(NewValue == Suggestions[i])
{
SelectedSuggestion = i;
MarkActiveSuggestion();
// If the user selected this suggestion by clicking on it, then go ahead and close the suggestion
// box as they've chosen the suggestion they're interested in.
if( SelectInfo == ESelectInfo::OnMouseClick )
{
SuggestionBox->SetIsOpen( false );
}
// Ideally this would set the focus back to the edit control
// FWidgetPath WidgetToFocusPath;
// FSlateApplication::Get().GeneratePathToWidgetUnchecked( InputText.ToSharedRef(), WidgetToFocusPath );
// FSlateApplication::Get().SetKeyboardFocus( WidgetToFocusPath, EFocusCause::SetDirectly );
break;
}
}
}
TSharedRef<ITableRow> SConsoleInputBox::MakeSuggestionListItemWidget(TSharedPtr<FString> Text, const TSharedRef<STableViewBase>& OwnerTable)
{
check(Text.IsValid());
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2943963 on 2016/04/14 by Daniel.Wright Shader compile errors are unsuppressed Change 2943978 on 2016/04/14 by Gil.Gribb UE4 - First pass at async loading improvements....mostly disabled. Change 2944021 on 2016/04/14 by Martin.Mittring fixed HLSL compiler warning Change 2944031 on 2016/04/14 by Martin.Mittring fixed ensures, wrapped some members behind get accessor functions Change 2944086 on 2016/04/14 by Martin.Mittring cleanup: removed not needed code Change 2944177 on 2016/04/14 by Daniel.Wright Clamp on FarShadowCascadeCount, prevents crashing from huge values Change 2944182 on 2016/04/14 by Martin.Mittring removed not needed code Change 2944250 on 2016/04/14 by Rolando.Caloca DR - vk - Minor fixes Change 2944286 on 2016/04/14 by Daniel.Wright Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions Added bShowPreviewPlane to planar reflection actors The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes Change 2944288 on 2016/04/14 by Daniel.Wright Fixed refraction with a world space normal Change 2944291 on 2016/04/14 by Daniel.Wright Panner nodes have an optional speed input Change 2944346 on 2016/04/14 by Rolando.Caloca DR - Fix Vulkan shader platform on Android - Added more info on checks() Change 2945007 on 2016/04/15 by Gil.Gribb Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering) Change 2945348 on 2016/04/15 by Daniel.Wright Fixed compile error Change 2945358 on 2016/04/15 by Olaf.Piesche #jira UE-29241 Sequential particle selection code was all sorts of weird. Rewrote and simplified. Change 2945941 on 2016/04/15 by Martin.Mittring added r.DisplayInternals to debug determinism for screen shot comparison Change 2945999 on 2016/04/15 by Martin.Mittring improved r.DisplayInternal output Change 2946023 on 2016/04/15 by Olaf.Piesche Adding missing call to Super::PostEditChangeProperty; UDN 286717 Change 2947155 on 2016/04/18 by Martin.Mittring started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up #test:PC Change 2947207 on 2016/04/18 by Martin.Mittring fixed engine compiling in shipping/test #code_review:Uriel.Doyan Change 2947212 on 2016/04/18 by Uriel.Doyon Lightmap density viewmode now shows the wanted resolution when the lighting isn't build. #jira UE-29317 Change 2947374 on 2016/04/18 by Uriel.Doyon Fixed support for resolution scale for the PostProcessVisualizeComplexity #jira UE-29473 Change 2947903 on 2016/04/19 by Gil.Gribb Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering) Change 2948019 on 2016/04/19 by Rolando.Caloca DR - Allow vk format as a target format for win Change 2948162 on 2016/04/19 by Simon.Tovey Fix for crash with Collision visualization. Change 2948419 on 2016/04/19 by Martin.Mittring fixed sort priority of translucent rendering (caused by recent checkin) Change 2948433 on 2016/04/19 by Martin.Mittring fixed memory handling of FRendererViewExtension Change 2948631 on 2016/04/19 by Martin.Mittring fixed compile error on Mac Change 2948832 on 2016/04/19 by Martin.Mittring fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues) Change 2949013 on 2016/04/19 by Martin.Mittring refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping this is useful for MeshDecals #test:PC, parallel on and off Change 2949620 on 2016/04/20 by Martin.Mittring fixed compiler warning Change 2949639 on 2016/04/20 by Uriel.Doyon Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader Change 2949721 on 2016/04/20 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #jira UE-29089 Change 2949722 on 2016/04/20 by Chris.Bunner Prevent nullptr crash and added additional logging. #jira UE-28387 Change 2949913 on 2016/04/20 by Martin.Mittring marked ccommand as cheat Change 2950064 on 2016/04/20 by Martin.Mittring added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background Change 2950065 on 2016/04/20 by Martin.Mittring nicer debug printout Change 2950201 on 2016/04/20 by Martin.Mittring fixed UE-29752 Console commands input with " = " should display an error message Change 2950531 on 2016/04/20 by Martin.Mittring fixed comment Change 2951737 on 2016/04/21 by HaarmPieter.Duiker Adds support forHDR displays using Dolby PQ output Change 2951869 on 2016/04/21 by Martin.Mittring polish r.DisplayInternal Change 2951950 on 2016/04/21 by HaarmPieter.Duiker Reordered variable definition to address build warning Change 2951996 on 2016/04/21 by Martin.Mittring fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation", changed directory order to run locally it currently requires "r.ScreenshotDelegate=0" #code_review:Ben.Salem, Michael.Noland Change 2952146 on 2016/04/21 by Olaf.Piesche make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures Change 2952230 on 2016/04/21 by Martin.Mittring * Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec . * changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber #code_review:Daniel.Wright Change 2953173 on 2016/04/22 by Olaf.Piesche Adding UI for easilly browsing and switching in a folder full of stats dumps Change 2953213 on 2016/04/22 by Olaf.Piesche Renaming a stat to be more descriptive Change 2953393 on 2016/04/22 by Zabir.Hoque Get DX12 running again: - Port Shader Resource Table change - Line up VS outputs and ps inputs - Fix incorrectly defining a static global in a .h Change 2953453 on 2016/04/22 by Martin.Mittring polished r.DisplayInternal Change 2954618 on 2016/04/25 by Zabir.Hoque 2 Fixes: - GLSL does not understand "unsigned int", converted to "uint" - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction. Change 2955369 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Fix some memory leaks in the frontend Change 2955403 on 2016/04/25 by Uriel.Doyon Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux. Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4 #jira UE-28840 Change 2955419 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Reenabled support for static global variables being not const Change 2955432 on 2016/04/25 by Zabir.Hoque Fix build break from not undef'ing LOCTEXT_NAMESPACE Change 2955459 on 2016/04/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. Change 2956292 on 2016/04/26 by Zabir.Hoque Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output). #CodeReview: Jack.Porter, Allan.Bentham Change 2956662 on 2016/04/26 by Chris.Bunner Temporary fix for new Tonemapper issues. #jira UE-29935 Change 2957614 on 2016/04/27 by Marcus.Wassmer Fix PS4 shader compiler errors. Change 2958468 on 2016/04/27 by Rolando.Caloca DR - Fix hlslcc validation issue - Show error on SCW if shader format not found when running with -directcompile #jira UE-29982 Change 2959105 on 2016/04/28 by Rolando.Caloca DR - Rebuilt hlslcc for Mac Change 2959891 on 2016/04/28 by Daniel.Wright Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields Change 2959895 on 2016/04/28 by Daniel.Wright Work around build machine string matching heuristics that will cause a cook to fail Change 2959902 on 2016/04/28 by Daniel.Wright Added LowerHemisphereSolidColor to sky lights Change 2959930 on 2016/04/28 by Daniel.Wright Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles Change 2959933 on 2016/04/28 by Daniel.Wright Substring matching for console command suggestions * Only implemented in the editor, game uses UConsole which needs an entirely different implementation * Not sorting starting matches first, although that is desired Change 2959942 on 2016/04/28 by Daniel.Wright Gracefully handle when input string doesn't match search results Change 2960743 on 2016/04/29 by Gil.Gribb UE4 - UAT - Add map name to editortest command line. Change 2960940 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960955 on 2016/04/29 by Gil.Gribb UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled). Change 2960961 on 2016/04/29 by Chris.Bunner Potential material translator Lerp node pre-computations/optimizations. #jira OR-20138 Change 2961087 on 2016/04/29 by Gil.Gribb Fixed compile error in preflight relating to load time test rig Change 2962565 on 2016/05/02 by Gil.Gribb Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering) Change 2965058 on 2016/05/03 by Chris.Bunner Shader version bump. #lockdown Gil.Gribb #jira UE-30206 Change 2966554 on 2016/05/04 by Chris.Bunner Bumping shader version again, unintentionally polluted DDC previously. #lockdown Gil.Gribb #jira UE-30329 Change 2967183 on 2016/05/05 by Gil.Gribb UE4 - Fixed a bad hash on landscape grass components. Simple, safe. #lockdown nick.penwarden [CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
FString Left, Mid, Right, TempRight, Combined;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2943963 on 2016/04/14 by Daniel.Wright Shader compile errors are unsuppressed Change 2943978 on 2016/04/14 by Gil.Gribb UE4 - First pass at async loading improvements....mostly disabled. Change 2944021 on 2016/04/14 by Martin.Mittring fixed HLSL compiler warning Change 2944031 on 2016/04/14 by Martin.Mittring fixed ensures, wrapped some members behind get accessor functions Change 2944086 on 2016/04/14 by Martin.Mittring cleanup: removed not needed code Change 2944177 on 2016/04/14 by Daniel.Wright Clamp on FarShadowCascadeCount, prevents crashing from huge values Change 2944182 on 2016/04/14 by Martin.Mittring removed not needed code Change 2944250 on 2016/04/14 by Rolando.Caloca DR - vk - Minor fixes Change 2944286 on 2016/04/14 by Daniel.Wright Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions Added bShowPreviewPlane to planar reflection actors The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes Change 2944288 on 2016/04/14 by Daniel.Wright Fixed refraction with a world space normal Change 2944291 on 2016/04/14 by Daniel.Wright Panner nodes have an optional speed input Change 2944346 on 2016/04/14 by Rolando.Caloca DR - Fix Vulkan shader platform on Android - Added more info on checks() Change 2945007 on 2016/04/15 by Gil.Gribb Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering) Change 2945348 on 2016/04/15 by Daniel.Wright Fixed compile error Change 2945358 on 2016/04/15 by Olaf.Piesche #jira UE-29241 Sequential particle selection code was all sorts of weird. Rewrote and simplified. Change 2945941 on 2016/04/15 by Martin.Mittring added r.DisplayInternals to debug determinism for screen shot comparison Change 2945999 on 2016/04/15 by Martin.Mittring improved r.DisplayInternal output Change 2946023 on 2016/04/15 by Olaf.Piesche Adding missing call to Super::PostEditChangeProperty; UDN 286717 Change 2947155 on 2016/04/18 by Martin.Mittring started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up #test:PC Change 2947207 on 2016/04/18 by Martin.Mittring fixed engine compiling in shipping/test #code_review:Uriel.Doyan Change 2947212 on 2016/04/18 by Uriel.Doyon Lightmap density viewmode now shows the wanted resolution when the lighting isn't build. #jira UE-29317 Change 2947374 on 2016/04/18 by Uriel.Doyon Fixed support for resolution scale for the PostProcessVisualizeComplexity #jira UE-29473 Change 2947903 on 2016/04/19 by Gil.Gribb Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering) Change 2948019 on 2016/04/19 by Rolando.Caloca DR - Allow vk format as a target format for win Change 2948162 on 2016/04/19 by Simon.Tovey Fix for crash with Collision visualization. Change 2948419 on 2016/04/19 by Martin.Mittring fixed sort priority of translucent rendering (caused by recent checkin) Change 2948433 on 2016/04/19 by Martin.Mittring fixed memory handling of FRendererViewExtension Change 2948631 on 2016/04/19 by Martin.Mittring fixed compile error on Mac Change 2948832 on 2016/04/19 by Martin.Mittring fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues) Change 2949013 on 2016/04/19 by Martin.Mittring refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping this is useful for MeshDecals #test:PC, parallel on and off Change 2949620 on 2016/04/20 by Martin.Mittring fixed compiler warning Change 2949639 on 2016/04/20 by Uriel.Doyon Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader Change 2949721 on 2016/04/20 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #jira UE-29089 Change 2949722 on 2016/04/20 by Chris.Bunner Prevent nullptr crash and added additional logging. #jira UE-28387 Change 2949913 on 2016/04/20 by Martin.Mittring marked ccommand as cheat Change 2950064 on 2016/04/20 by Martin.Mittring added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background Change 2950065 on 2016/04/20 by Martin.Mittring nicer debug printout Change 2950201 on 2016/04/20 by Martin.Mittring fixed UE-29752 Console commands input with " = " should display an error message Change 2950531 on 2016/04/20 by Martin.Mittring fixed comment Change 2951737 on 2016/04/21 by HaarmPieter.Duiker Adds support forHDR displays using Dolby PQ output Change 2951869 on 2016/04/21 by Martin.Mittring polish r.DisplayInternal Change 2951950 on 2016/04/21 by HaarmPieter.Duiker Reordered variable definition to address build warning Change 2951996 on 2016/04/21 by Martin.Mittring fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation", changed directory order to run locally it currently requires "r.ScreenshotDelegate=0" #code_review:Ben.Salem, Michael.Noland Change 2952146 on 2016/04/21 by Olaf.Piesche make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures Change 2952230 on 2016/04/21 by Martin.Mittring * Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec . * changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber #code_review:Daniel.Wright Change 2953173 on 2016/04/22 by Olaf.Piesche Adding UI for easilly browsing and switching in a folder full of stats dumps Change 2953213 on 2016/04/22 by Olaf.Piesche Renaming a stat to be more descriptive Change 2953393 on 2016/04/22 by Zabir.Hoque Get DX12 running again: - Port Shader Resource Table change - Line up VS outputs and ps inputs - Fix incorrectly defining a static global in a .h Change 2953453 on 2016/04/22 by Martin.Mittring polished r.DisplayInternal Change 2954618 on 2016/04/25 by Zabir.Hoque 2 Fixes: - GLSL does not understand "unsigned int", converted to "uint" - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction. Change 2955369 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Fix some memory leaks in the frontend Change 2955403 on 2016/04/25 by Uriel.Doyon Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux. Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4 #jira UE-28840 Change 2955419 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Reenabled support for static global variables being not const Change 2955432 on 2016/04/25 by Zabir.Hoque Fix build break from not undef'ing LOCTEXT_NAMESPACE Change 2955459 on 2016/04/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. Change 2956292 on 2016/04/26 by Zabir.Hoque Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output). #CodeReview: Jack.Porter, Allan.Bentham Change 2956662 on 2016/04/26 by Chris.Bunner Temporary fix for new Tonemapper issues. #jira UE-29935 Change 2957614 on 2016/04/27 by Marcus.Wassmer Fix PS4 shader compiler errors. Change 2958468 on 2016/04/27 by Rolando.Caloca DR - Fix hlslcc validation issue - Show error on SCW if shader format not found when running with -directcompile #jira UE-29982 Change 2959105 on 2016/04/28 by Rolando.Caloca DR - Rebuilt hlslcc for Mac Change 2959891 on 2016/04/28 by Daniel.Wright Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields Change 2959895 on 2016/04/28 by Daniel.Wright Work around build machine string matching heuristics that will cause a cook to fail Change 2959902 on 2016/04/28 by Daniel.Wright Added LowerHemisphereSolidColor to sky lights Change 2959930 on 2016/04/28 by Daniel.Wright Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles Change 2959933 on 2016/04/28 by Daniel.Wright Substring matching for console command suggestions * Only implemented in the editor, game uses UConsole which needs an entirely different implementation * Not sorting starting matches first, although that is desired Change 2959942 on 2016/04/28 by Daniel.Wright Gracefully handle when input string doesn't match search results Change 2960743 on 2016/04/29 by Gil.Gribb UE4 - UAT - Add map name to editortest command line. Change 2960940 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960955 on 2016/04/29 by Gil.Gribb UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled). Change 2960961 on 2016/04/29 by Chris.Bunner Potential material translator Lerp node pre-computations/optimizations. #jira OR-20138 Change 2961087 on 2016/04/29 by Gil.Gribb Fixed compile error in preflight relating to load time test rig Change 2962565 on 2016/05/02 by Gil.Gribb Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering) Change 2965058 on 2016/05/03 by Chris.Bunner Shader version bump. #lockdown Gil.Gribb #jira UE-30206 Change 2966554 on 2016/05/04 by Chris.Bunner Bumping shader version again, unintentionally polluted DDC previously. #lockdown Gil.Gribb #jira UE-30329 Change 2967183 on 2016/05/05 by Gil.Gribb UE4 - Fixed a bad hash on landscape grass components. Simple, safe. #lockdown nick.penwarden [CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
if(Text->Split(TEXT("\t"), &Left, &TempRight))
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2943963 on 2016/04/14 by Daniel.Wright Shader compile errors are unsuppressed Change 2943978 on 2016/04/14 by Gil.Gribb UE4 - First pass at async loading improvements....mostly disabled. Change 2944021 on 2016/04/14 by Martin.Mittring fixed HLSL compiler warning Change 2944031 on 2016/04/14 by Martin.Mittring fixed ensures, wrapped some members behind get accessor functions Change 2944086 on 2016/04/14 by Martin.Mittring cleanup: removed not needed code Change 2944177 on 2016/04/14 by Daniel.Wright Clamp on FarShadowCascadeCount, prevents crashing from huge values Change 2944182 on 2016/04/14 by Martin.Mittring removed not needed code Change 2944250 on 2016/04/14 by Rolando.Caloca DR - vk - Minor fixes Change 2944286 on 2016/04/14 by Daniel.Wright Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions Added bShowPreviewPlane to planar reflection actors The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes Change 2944288 on 2016/04/14 by Daniel.Wright Fixed refraction with a world space normal Change 2944291 on 2016/04/14 by Daniel.Wright Panner nodes have an optional speed input Change 2944346 on 2016/04/14 by Rolando.Caloca DR - Fix Vulkan shader platform on Android - Added more info on checks() Change 2945007 on 2016/04/15 by Gil.Gribb Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering) Change 2945348 on 2016/04/15 by Daniel.Wright Fixed compile error Change 2945358 on 2016/04/15 by Olaf.Piesche #jira UE-29241 Sequential particle selection code was all sorts of weird. Rewrote and simplified. Change 2945941 on 2016/04/15 by Martin.Mittring added r.DisplayInternals to debug determinism for screen shot comparison Change 2945999 on 2016/04/15 by Martin.Mittring improved r.DisplayInternal output Change 2946023 on 2016/04/15 by Olaf.Piesche Adding missing call to Super::PostEditChangeProperty; UDN 286717 Change 2947155 on 2016/04/18 by Martin.Mittring started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up #test:PC Change 2947207 on 2016/04/18 by Martin.Mittring fixed engine compiling in shipping/test #code_review:Uriel.Doyan Change 2947212 on 2016/04/18 by Uriel.Doyon Lightmap density viewmode now shows the wanted resolution when the lighting isn't build. #jira UE-29317 Change 2947374 on 2016/04/18 by Uriel.Doyon Fixed support for resolution scale for the PostProcessVisualizeComplexity #jira UE-29473 Change 2947903 on 2016/04/19 by Gil.Gribb Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering) Change 2948019 on 2016/04/19 by Rolando.Caloca DR - Allow vk format as a target format for win Change 2948162 on 2016/04/19 by Simon.Tovey Fix for crash with Collision visualization. Change 2948419 on 2016/04/19 by Martin.Mittring fixed sort priority of translucent rendering (caused by recent checkin) Change 2948433 on 2016/04/19 by Martin.Mittring fixed memory handling of FRendererViewExtension Change 2948631 on 2016/04/19 by Martin.Mittring fixed compile error on Mac Change 2948832 on 2016/04/19 by Martin.Mittring fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues) Change 2949013 on 2016/04/19 by Martin.Mittring refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping this is useful for MeshDecals #test:PC, parallel on and off Change 2949620 on 2016/04/20 by Martin.Mittring fixed compiler warning Change 2949639 on 2016/04/20 by Uriel.Doyon Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader Change 2949721 on 2016/04/20 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #jira UE-29089 Change 2949722 on 2016/04/20 by Chris.Bunner Prevent nullptr crash and added additional logging. #jira UE-28387 Change 2949913 on 2016/04/20 by Martin.Mittring marked ccommand as cheat Change 2950064 on 2016/04/20 by Martin.Mittring added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background Change 2950065 on 2016/04/20 by Martin.Mittring nicer debug printout Change 2950201 on 2016/04/20 by Martin.Mittring fixed UE-29752 Console commands input with " = " should display an error message Change 2950531 on 2016/04/20 by Martin.Mittring fixed comment Change 2951737 on 2016/04/21 by HaarmPieter.Duiker Adds support forHDR displays using Dolby PQ output Change 2951869 on 2016/04/21 by Martin.Mittring polish r.DisplayInternal Change 2951950 on 2016/04/21 by HaarmPieter.Duiker Reordered variable definition to address build warning Change 2951996 on 2016/04/21 by Martin.Mittring fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation", changed directory order to run locally it currently requires "r.ScreenshotDelegate=0" #code_review:Ben.Salem, Michael.Noland Change 2952146 on 2016/04/21 by Olaf.Piesche make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures Change 2952230 on 2016/04/21 by Martin.Mittring * Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec . * changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber #code_review:Daniel.Wright Change 2953173 on 2016/04/22 by Olaf.Piesche Adding UI for easilly browsing and switching in a folder full of stats dumps Change 2953213 on 2016/04/22 by Olaf.Piesche Renaming a stat to be more descriptive Change 2953393 on 2016/04/22 by Zabir.Hoque Get DX12 running again: - Port Shader Resource Table change - Line up VS outputs and ps inputs - Fix incorrectly defining a static global in a .h Change 2953453 on 2016/04/22 by Martin.Mittring polished r.DisplayInternal Change 2954618 on 2016/04/25 by Zabir.Hoque 2 Fixes: - GLSL does not understand "unsigned int", converted to "uint" - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction. Change 2955369 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Fix some memory leaks in the frontend Change 2955403 on 2016/04/25 by Uriel.Doyon Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux. Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4 #jira UE-28840 Change 2955419 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Reenabled support for static global variables being not const Change 2955432 on 2016/04/25 by Zabir.Hoque Fix build break from not undef'ing LOCTEXT_NAMESPACE Change 2955459 on 2016/04/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. Change 2956292 on 2016/04/26 by Zabir.Hoque Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output). #CodeReview: Jack.Porter, Allan.Bentham Change 2956662 on 2016/04/26 by Chris.Bunner Temporary fix for new Tonemapper issues. #jira UE-29935 Change 2957614 on 2016/04/27 by Marcus.Wassmer Fix PS4 shader compiler errors. Change 2958468 on 2016/04/27 by Rolando.Caloca DR - Fix hlslcc validation issue - Show error on SCW if shader format not found when running with -directcompile #jira UE-29982 Change 2959105 on 2016/04/28 by Rolando.Caloca DR - Rebuilt hlslcc for Mac Change 2959891 on 2016/04/28 by Daniel.Wright Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields Change 2959895 on 2016/04/28 by Daniel.Wright Work around build machine string matching heuristics that will cause a cook to fail Change 2959902 on 2016/04/28 by Daniel.Wright Added LowerHemisphereSolidColor to sky lights Change 2959930 on 2016/04/28 by Daniel.Wright Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles Change 2959933 on 2016/04/28 by Daniel.Wright Substring matching for console command suggestions * Only implemented in the editor, game uses UConsole which needs an entirely different implementation * Not sorting starting matches first, although that is desired Change 2959942 on 2016/04/28 by Daniel.Wright Gracefully handle when input string doesn't match search results Change 2960743 on 2016/04/29 by Gil.Gribb UE4 - UAT - Add map name to editortest command line. Change 2960940 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960955 on 2016/04/29 by Gil.Gribb UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled). Change 2960961 on 2016/04/29 by Chris.Bunner Potential material translator Lerp node pre-computations/optimizations. #jira OR-20138 Change 2961087 on 2016/04/29 by Gil.Gribb Fixed compile error in preflight relating to load time test rig Change 2962565 on 2016/05/02 by Gil.Gribb Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering) Change 2965058 on 2016/05/03 by Chris.Bunner Shader version bump. #lockdown Gil.Gribb #jira UE-30206 Change 2966554 on 2016/05/04 by Chris.Bunner Bumping shader version again, unintentionally polluted DDC previously. #lockdown Gil.Gribb #jira UE-30329 Change 2967183 on 2016/05/05 by Gil.Gribb UE4 - Fixed a bad hash on landscape grass components. Simple, safe. #lockdown nick.penwarden [CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
if (TempRight.Split(TEXT("\t"), &Mid, &Right))
{
Combined = Left + Mid + Right;
}
else
{
Combined = Left + Right;
}
}
else
{
Combined = *Text;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2943963 on 2016/04/14 by Daniel.Wright Shader compile errors are unsuppressed Change 2943978 on 2016/04/14 by Gil.Gribb UE4 - First pass at async loading improvements....mostly disabled. Change 2944021 on 2016/04/14 by Martin.Mittring fixed HLSL compiler warning Change 2944031 on 2016/04/14 by Martin.Mittring fixed ensures, wrapped some members behind get accessor functions Change 2944086 on 2016/04/14 by Martin.Mittring cleanup: removed not needed code Change 2944177 on 2016/04/14 by Daniel.Wright Clamp on FarShadowCascadeCount, prevents crashing from huge values Change 2944182 on 2016/04/14 by Martin.Mittring removed not needed code Change 2944250 on 2016/04/14 by Rolando.Caloca DR - vk - Minor fixes Change 2944286 on 2016/04/14 by Daniel.Wright Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions Added bShowPreviewPlane to planar reflection actors The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes Change 2944288 on 2016/04/14 by Daniel.Wright Fixed refraction with a world space normal Change 2944291 on 2016/04/14 by Daniel.Wright Panner nodes have an optional speed input Change 2944346 on 2016/04/14 by Rolando.Caloca DR - Fix Vulkan shader platform on Android - Added more info on checks() Change 2945007 on 2016/04/15 by Gil.Gribb Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering) Change 2945348 on 2016/04/15 by Daniel.Wright Fixed compile error Change 2945358 on 2016/04/15 by Olaf.Piesche #jira UE-29241 Sequential particle selection code was all sorts of weird. Rewrote and simplified. Change 2945941 on 2016/04/15 by Martin.Mittring added r.DisplayInternals to debug determinism for screen shot comparison Change 2945999 on 2016/04/15 by Martin.Mittring improved r.DisplayInternal output Change 2946023 on 2016/04/15 by Olaf.Piesche Adding missing call to Super::PostEditChangeProperty; UDN 286717 Change 2947155 on 2016/04/18 by Martin.Mittring started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up #test:PC Change 2947207 on 2016/04/18 by Martin.Mittring fixed engine compiling in shipping/test #code_review:Uriel.Doyan Change 2947212 on 2016/04/18 by Uriel.Doyon Lightmap density viewmode now shows the wanted resolution when the lighting isn't build. #jira UE-29317 Change 2947374 on 2016/04/18 by Uriel.Doyon Fixed support for resolution scale for the PostProcessVisualizeComplexity #jira UE-29473 Change 2947903 on 2016/04/19 by Gil.Gribb Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering) Change 2948019 on 2016/04/19 by Rolando.Caloca DR - Allow vk format as a target format for win Change 2948162 on 2016/04/19 by Simon.Tovey Fix for crash with Collision visualization. Change 2948419 on 2016/04/19 by Martin.Mittring fixed sort priority of translucent rendering (caused by recent checkin) Change 2948433 on 2016/04/19 by Martin.Mittring fixed memory handling of FRendererViewExtension Change 2948631 on 2016/04/19 by Martin.Mittring fixed compile error on Mac Change 2948832 on 2016/04/19 by Martin.Mittring fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues) Change 2949013 on 2016/04/19 by Martin.Mittring refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping this is useful for MeshDecals #test:PC, parallel on and off Change 2949620 on 2016/04/20 by Martin.Mittring fixed compiler warning Change 2949639 on 2016/04/20 by Uriel.Doyon Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader Change 2949721 on 2016/04/20 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #jira UE-29089 Change 2949722 on 2016/04/20 by Chris.Bunner Prevent nullptr crash and added additional logging. #jira UE-28387 Change 2949913 on 2016/04/20 by Martin.Mittring marked ccommand as cheat Change 2950064 on 2016/04/20 by Martin.Mittring added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background Change 2950065 on 2016/04/20 by Martin.Mittring nicer debug printout Change 2950201 on 2016/04/20 by Martin.Mittring fixed UE-29752 Console commands input with " = " should display an error message Change 2950531 on 2016/04/20 by Martin.Mittring fixed comment Change 2951737 on 2016/04/21 by HaarmPieter.Duiker Adds support forHDR displays using Dolby PQ output Change 2951869 on 2016/04/21 by Martin.Mittring polish r.DisplayInternal Change 2951950 on 2016/04/21 by HaarmPieter.Duiker Reordered variable definition to address build warning Change 2951996 on 2016/04/21 by Martin.Mittring fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation", changed directory order to run locally it currently requires "r.ScreenshotDelegate=0" #code_review:Ben.Salem, Michael.Noland Change 2952146 on 2016/04/21 by Olaf.Piesche make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures Change 2952230 on 2016/04/21 by Martin.Mittring * Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec . * changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber #code_review:Daniel.Wright Change 2953173 on 2016/04/22 by Olaf.Piesche Adding UI for easilly browsing and switching in a folder full of stats dumps Change 2953213 on 2016/04/22 by Olaf.Piesche Renaming a stat to be more descriptive Change 2953393 on 2016/04/22 by Zabir.Hoque Get DX12 running again: - Port Shader Resource Table change - Line up VS outputs and ps inputs - Fix incorrectly defining a static global in a .h Change 2953453 on 2016/04/22 by Martin.Mittring polished r.DisplayInternal Change 2954618 on 2016/04/25 by Zabir.Hoque 2 Fixes: - GLSL does not understand "unsigned int", converted to "uint" - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction. Change 2955369 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Fix some memory leaks in the frontend Change 2955403 on 2016/04/25 by Uriel.Doyon Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux. Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4 #jira UE-28840 Change 2955419 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Reenabled support for static global variables being not const Change 2955432 on 2016/04/25 by Zabir.Hoque Fix build break from not undef'ing LOCTEXT_NAMESPACE Change 2955459 on 2016/04/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. Change 2956292 on 2016/04/26 by Zabir.Hoque Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output). #CodeReview: Jack.Porter, Allan.Bentham Change 2956662 on 2016/04/26 by Chris.Bunner Temporary fix for new Tonemapper issues. #jira UE-29935 Change 2957614 on 2016/04/27 by Marcus.Wassmer Fix PS4 shader compiler errors. Change 2958468 on 2016/04/27 by Rolando.Caloca DR - Fix hlslcc validation issue - Show error on SCW if shader format not found when running with -directcompile #jira UE-29982 Change 2959105 on 2016/04/28 by Rolando.Caloca DR - Rebuilt hlslcc for Mac Change 2959891 on 2016/04/28 by Daniel.Wright Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields Change 2959895 on 2016/04/28 by Daniel.Wright Work around build machine string matching heuristics that will cause a cook to fail Change 2959902 on 2016/04/28 by Daniel.Wright Added LowerHemisphereSolidColor to sky lights Change 2959930 on 2016/04/28 by Daniel.Wright Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles Change 2959933 on 2016/04/28 by Daniel.Wright Substring matching for console command suggestions * Only implemented in the editor, game uses UConsole which needs an entirely different implementation * Not sorting starting matches first, although that is desired Change 2959942 on 2016/04/28 by Daniel.Wright Gracefully handle when input string doesn't match search results Change 2960743 on 2016/04/29 by Gil.Gribb UE4 - UAT - Add map name to editortest command line. Change 2960940 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960955 on 2016/04/29 by Gil.Gribb UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled). Change 2960961 on 2016/04/29 by Chris.Bunner Potential material translator Lerp node pre-computations/optimizations. #jira OR-20138 Change 2961087 on 2016/04/29 by Gil.Gribb Fixed compile error in preflight relating to load time test rig Change 2962565 on 2016/05/02 by Gil.Gribb Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering) Change 2965058 on 2016/05/03 by Chris.Bunner Shader version bump. #lockdown Gil.Gribb #jira UE-30206 Change 2966554 on 2016/05/04 by Chris.Bunner Bumping shader version again, unintentionally polluted DDC previously. #lockdown Gil.Gribb #jira UE-30329 Change 2967183 on 2016/05/05 by Gil.Gribb UE4 - Fixed a bad hash on landscape grass components. Simple, safe. #lockdown nick.penwarden [CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
FText HighlightText = FText::FromString(Mid);
return
SNew(STableRow< TSharedPtr<FString> >, OwnerTable)
[
SNew(SBox)
.WidthOverride(300) // to enforce some minimum width, ideally we define the minimum, not a fixed width
[
SNew(STextBlock)
.Text(FText::FromString(Combined))
.TextStyle( FEditorStyle::Get(), "Log.Normal")
.HighlightText(HighlightText)
]
];
}
class FConsoleVariableAutoCompleteVisitor
{
public:
// @param Name must not be 0
// @param CVar must not be 0
static void OnConsoleVariable(const TCHAR *Name, IConsoleObject* CVar,TArray<FString>& Sink)
{
#if (UE_BUILD_SHIPPING || UE_BUILD_TEST)
if(CVar->TestFlags(ECVF_Cheat))
{
return;
}
#endif // (UE_BUILD_SHIPPING || UE_BUILD_TEST)
if(CVar->TestFlags(ECVF_Unregistered))
{
return;
}
Sink.Add(Name);
}
};
void SConsoleInputBox::OnTextChanged(const FText& InText)
{
if(bIgnoreUIUpdate)
{
return;
}
const FString& InputTextStr = InputText->GetText().ToString();
if(!InputTextStr.IsEmpty())
{
TArray<FString> AutoCompleteList;
// console variables
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2943963 on 2016/04/14 by Daniel.Wright Shader compile errors are unsuppressed Change 2943978 on 2016/04/14 by Gil.Gribb UE4 - First pass at async loading improvements....mostly disabled. Change 2944021 on 2016/04/14 by Martin.Mittring fixed HLSL compiler warning Change 2944031 on 2016/04/14 by Martin.Mittring fixed ensures, wrapped some members behind get accessor functions Change 2944086 on 2016/04/14 by Martin.Mittring cleanup: removed not needed code Change 2944177 on 2016/04/14 by Daniel.Wright Clamp on FarShadowCascadeCount, prevents crashing from huge values Change 2944182 on 2016/04/14 by Martin.Mittring removed not needed code Change 2944250 on 2016/04/14 by Rolando.Caloca DR - vk - Minor fixes Change 2944286 on 2016/04/14 by Daniel.Wright Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions Added bShowPreviewPlane to planar reflection actors The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes Change 2944288 on 2016/04/14 by Daniel.Wright Fixed refraction with a world space normal Change 2944291 on 2016/04/14 by Daniel.Wright Panner nodes have an optional speed input Change 2944346 on 2016/04/14 by Rolando.Caloca DR - Fix Vulkan shader platform on Android - Added more info on checks() Change 2945007 on 2016/04/15 by Gil.Gribb Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering) Change 2945348 on 2016/04/15 by Daniel.Wright Fixed compile error Change 2945358 on 2016/04/15 by Olaf.Piesche #jira UE-29241 Sequential particle selection code was all sorts of weird. Rewrote and simplified. Change 2945941 on 2016/04/15 by Martin.Mittring added r.DisplayInternals to debug determinism for screen shot comparison Change 2945999 on 2016/04/15 by Martin.Mittring improved r.DisplayInternal output Change 2946023 on 2016/04/15 by Olaf.Piesche Adding missing call to Super::PostEditChangeProperty; UDN 286717 Change 2947155 on 2016/04/18 by Martin.Mittring started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up #test:PC Change 2947207 on 2016/04/18 by Martin.Mittring fixed engine compiling in shipping/test #code_review:Uriel.Doyan Change 2947212 on 2016/04/18 by Uriel.Doyon Lightmap density viewmode now shows the wanted resolution when the lighting isn't build. #jira UE-29317 Change 2947374 on 2016/04/18 by Uriel.Doyon Fixed support for resolution scale for the PostProcessVisualizeComplexity #jira UE-29473 Change 2947903 on 2016/04/19 by Gil.Gribb Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering) Change 2948019 on 2016/04/19 by Rolando.Caloca DR - Allow vk format as a target format for win Change 2948162 on 2016/04/19 by Simon.Tovey Fix for crash with Collision visualization. Change 2948419 on 2016/04/19 by Martin.Mittring fixed sort priority of translucent rendering (caused by recent checkin) Change 2948433 on 2016/04/19 by Martin.Mittring fixed memory handling of FRendererViewExtension Change 2948631 on 2016/04/19 by Martin.Mittring fixed compile error on Mac Change 2948832 on 2016/04/19 by Martin.Mittring fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues) Change 2949013 on 2016/04/19 by Martin.Mittring refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping this is useful for MeshDecals #test:PC, parallel on and off Change 2949620 on 2016/04/20 by Martin.Mittring fixed compiler warning Change 2949639 on 2016/04/20 by Uriel.Doyon Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader Change 2949721 on 2016/04/20 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #jira UE-29089 Change 2949722 on 2016/04/20 by Chris.Bunner Prevent nullptr crash and added additional logging. #jira UE-28387 Change 2949913 on 2016/04/20 by Martin.Mittring marked ccommand as cheat Change 2950064 on 2016/04/20 by Martin.Mittring added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background Change 2950065 on 2016/04/20 by Martin.Mittring nicer debug printout Change 2950201 on 2016/04/20 by Martin.Mittring fixed UE-29752 Console commands input with " = " should display an error message Change 2950531 on 2016/04/20 by Martin.Mittring fixed comment Change 2951737 on 2016/04/21 by HaarmPieter.Duiker Adds support forHDR displays using Dolby PQ output Change 2951869 on 2016/04/21 by Martin.Mittring polish r.DisplayInternal Change 2951950 on 2016/04/21 by HaarmPieter.Duiker Reordered variable definition to address build warning Change 2951996 on 2016/04/21 by Martin.Mittring fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation", changed directory order to run locally it currently requires "r.ScreenshotDelegate=0" #code_review:Ben.Salem, Michael.Noland Change 2952146 on 2016/04/21 by Olaf.Piesche make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures Change 2952230 on 2016/04/21 by Martin.Mittring * Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec . * changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber #code_review:Daniel.Wright Change 2953173 on 2016/04/22 by Olaf.Piesche Adding UI for easilly browsing and switching in a folder full of stats dumps Change 2953213 on 2016/04/22 by Olaf.Piesche Renaming a stat to be more descriptive Change 2953393 on 2016/04/22 by Zabir.Hoque Get DX12 running again: - Port Shader Resource Table change - Line up VS outputs and ps inputs - Fix incorrectly defining a static global in a .h Change 2953453 on 2016/04/22 by Martin.Mittring polished r.DisplayInternal Change 2954618 on 2016/04/25 by Zabir.Hoque 2 Fixes: - GLSL does not understand "unsigned int", converted to "uint" - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction. Change 2955369 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Fix some memory leaks in the frontend Change 2955403 on 2016/04/25 by Uriel.Doyon Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux. Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4 #jira UE-28840 Change 2955419 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Reenabled support for static global variables being not const Change 2955432 on 2016/04/25 by Zabir.Hoque Fix build break from not undef'ing LOCTEXT_NAMESPACE Change 2955459 on 2016/04/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. Change 2956292 on 2016/04/26 by Zabir.Hoque Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output). #CodeReview: Jack.Porter, Allan.Bentham Change 2956662 on 2016/04/26 by Chris.Bunner Temporary fix for new Tonemapper issues. #jira UE-29935 Change 2957614 on 2016/04/27 by Marcus.Wassmer Fix PS4 shader compiler errors. Change 2958468 on 2016/04/27 by Rolando.Caloca DR - Fix hlslcc validation issue - Show error on SCW if shader format not found when running with -directcompile #jira UE-29982 Change 2959105 on 2016/04/28 by Rolando.Caloca DR - Rebuilt hlslcc for Mac Change 2959891 on 2016/04/28 by Daniel.Wright Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields Change 2959895 on 2016/04/28 by Daniel.Wright Work around build machine string matching heuristics that will cause a cook to fail Change 2959902 on 2016/04/28 by Daniel.Wright Added LowerHemisphereSolidColor to sky lights Change 2959930 on 2016/04/28 by Daniel.Wright Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles Change 2959933 on 2016/04/28 by Daniel.Wright Substring matching for console command suggestions * Only implemented in the editor, game uses UConsole which needs an entirely different implementation * Not sorting starting matches first, although that is desired Change 2959942 on 2016/04/28 by Daniel.Wright Gracefully handle when input string doesn't match search results Change 2960743 on 2016/04/29 by Gil.Gribb UE4 - UAT - Add map name to editortest command line. Change 2960940 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960955 on 2016/04/29 by Gil.Gribb UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled). Change 2960961 on 2016/04/29 by Chris.Bunner Potential material translator Lerp node pre-computations/optimizations. #jira OR-20138 Change 2961087 on 2016/04/29 by Gil.Gribb Fixed compile error in preflight relating to load time test rig Change 2962565 on 2016/05/02 by Gil.Gribb Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering) Change 2965058 on 2016/05/03 by Chris.Bunner Shader version bump. #lockdown Gil.Gribb #jira UE-30206 Change 2966554 on 2016/05/04 by Chris.Bunner Bumping shader version again, unintentionally polluted DDC previously. #lockdown Gil.Gribb #jira UE-30329 Change 2967183 on 2016/05/05 by Gil.Gribb UE4 - Fixed a bad hash on landscape grass components. Simple, safe. #lockdown nick.penwarden [CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
IConsoleManager::Get().ForEachConsoleObjectThatContains(
FConsoleObjectVisitor::CreateStatic< TArray<FString>& >(
&FConsoleVariableAutoCompleteVisitor::OnConsoleVariable,
AutoCompleteList ), *InputTextStr);
}
AutoCompleteList.Sort();
for(uint32 i = 0; i < (uint32)AutoCompleteList.Num(); ++i)
{
FString &ref = AutoCompleteList[i];
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2943963 on 2016/04/14 by Daniel.Wright Shader compile errors are unsuppressed Change 2943978 on 2016/04/14 by Gil.Gribb UE4 - First pass at async loading improvements....mostly disabled. Change 2944021 on 2016/04/14 by Martin.Mittring fixed HLSL compiler warning Change 2944031 on 2016/04/14 by Martin.Mittring fixed ensures, wrapped some members behind get accessor functions Change 2944086 on 2016/04/14 by Martin.Mittring cleanup: removed not needed code Change 2944177 on 2016/04/14 by Daniel.Wright Clamp on FarShadowCascadeCount, prevents crashing from huge values Change 2944182 on 2016/04/14 by Martin.Mittring removed not needed code Change 2944250 on 2016/04/14 by Rolando.Caloca DR - vk - Minor fixes Change 2944286 on 2016/04/14 by Daniel.Wright Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions Added bShowPreviewPlane to planar reflection actors The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes Change 2944288 on 2016/04/14 by Daniel.Wright Fixed refraction with a world space normal Change 2944291 on 2016/04/14 by Daniel.Wright Panner nodes have an optional speed input Change 2944346 on 2016/04/14 by Rolando.Caloca DR - Fix Vulkan shader platform on Android - Added more info on checks() Change 2945007 on 2016/04/15 by Gil.Gribb Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering) Change 2945348 on 2016/04/15 by Daniel.Wright Fixed compile error Change 2945358 on 2016/04/15 by Olaf.Piesche #jira UE-29241 Sequential particle selection code was all sorts of weird. Rewrote and simplified. Change 2945941 on 2016/04/15 by Martin.Mittring added r.DisplayInternals to debug determinism for screen shot comparison Change 2945999 on 2016/04/15 by Martin.Mittring improved r.DisplayInternal output Change 2946023 on 2016/04/15 by Olaf.Piesche Adding missing call to Super::PostEditChangeProperty; UDN 286717 Change 2947155 on 2016/04/18 by Martin.Mittring started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up #test:PC Change 2947207 on 2016/04/18 by Martin.Mittring fixed engine compiling in shipping/test #code_review:Uriel.Doyan Change 2947212 on 2016/04/18 by Uriel.Doyon Lightmap density viewmode now shows the wanted resolution when the lighting isn't build. #jira UE-29317 Change 2947374 on 2016/04/18 by Uriel.Doyon Fixed support for resolution scale for the PostProcessVisualizeComplexity #jira UE-29473 Change 2947903 on 2016/04/19 by Gil.Gribb Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering) Change 2948019 on 2016/04/19 by Rolando.Caloca DR - Allow vk format as a target format for win Change 2948162 on 2016/04/19 by Simon.Tovey Fix for crash with Collision visualization. Change 2948419 on 2016/04/19 by Martin.Mittring fixed sort priority of translucent rendering (caused by recent checkin) Change 2948433 on 2016/04/19 by Martin.Mittring fixed memory handling of FRendererViewExtension Change 2948631 on 2016/04/19 by Martin.Mittring fixed compile error on Mac Change 2948832 on 2016/04/19 by Martin.Mittring fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues) Change 2949013 on 2016/04/19 by Martin.Mittring refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping this is useful for MeshDecals #test:PC, parallel on and off Change 2949620 on 2016/04/20 by Martin.Mittring fixed compiler warning Change 2949639 on 2016/04/20 by Uriel.Doyon Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader Change 2949721 on 2016/04/20 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #jira UE-29089 Change 2949722 on 2016/04/20 by Chris.Bunner Prevent nullptr crash and added additional logging. #jira UE-28387 Change 2949913 on 2016/04/20 by Martin.Mittring marked ccommand as cheat Change 2950064 on 2016/04/20 by Martin.Mittring added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background Change 2950065 on 2016/04/20 by Martin.Mittring nicer debug printout Change 2950201 on 2016/04/20 by Martin.Mittring fixed UE-29752 Console commands input with " = " should display an error message Change 2950531 on 2016/04/20 by Martin.Mittring fixed comment Change 2951737 on 2016/04/21 by HaarmPieter.Duiker Adds support forHDR displays using Dolby PQ output Change 2951869 on 2016/04/21 by Martin.Mittring polish r.DisplayInternal Change 2951950 on 2016/04/21 by HaarmPieter.Duiker Reordered variable definition to address build warning Change 2951996 on 2016/04/21 by Martin.Mittring fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation", changed directory order to run locally it currently requires "r.ScreenshotDelegate=0" #code_review:Ben.Salem, Michael.Noland Change 2952146 on 2016/04/21 by Olaf.Piesche make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures Change 2952230 on 2016/04/21 by Martin.Mittring * Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec . * changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber #code_review:Daniel.Wright Change 2953173 on 2016/04/22 by Olaf.Piesche Adding UI for easilly browsing and switching in a folder full of stats dumps Change 2953213 on 2016/04/22 by Olaf.Piesche Renaming a stat to be more descriptive Change 2953393 on 2016/04/22 by Zabir.Hoque Get DX12 running again: - Port Shader Resource Table change - Line up VS outputs and ps inputs - Fix incorrectly defining a static global in a .h Change 2953453 on 2016/04/22 by Martin.Mittring polished r.DisplayInternal Change 2954618 on 2016/04/25 by Zabir.Hoque 2 Fixes: - GLSL does not understand "unsigned int", converted to "uint" - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction. Change 2955369 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Fix some memory leaks in the frontend Change 2955403 on 2016/04/25 by Uriel.Doyon Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux. Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4 #jira UE-28840 Change 2955419 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Reenabled support for static global variables being not const Change 2955432 on 2016/04/25 by Zabir.Hoque Fix build break from not undef'ing LOCTEXT_NAMESPACE Change 2955459 on 2016/04/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. Change 2956292 on 2016/04/26 by Zabir.Hoque Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output). #CodeReview: Jack.Porter, Allan.Bentham Change 2956662 on 2016/04/26 by Chris.Bunner Temporary fix for new Tonemapper issues. #jira UE-29935 Change 2957614 on 2016/04/27 by Marcus.Wassmer Fix PS4 shader compiler errors. Change 2958468 on 2016/04/27 by Rolando.Caloca DR - Fix hlslcc validation issue - Show error on SCW if shader format not found when running with -directcompile #jira UE-29982 Change 2959105 on 2016/04/28 by Rolando.Caloca DR - Rebuilt hlslcc for Mac Change 2959891 on 2016/04/28 by Daniel.Wright Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields Change 2959895 on 2016/04/28 by Daniel.Wright Work around build machine string matching heuristics that will cause a cook to fail Change 2959902 on 2016/04/28 by Daniel.Wright Added LowerHemisphereSolidColor to sky lights Change 2959930 on 2016/04/28 by Daniel.Wright Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles Change 2959933 on 2016/04/28 by Daniel.Wright Substring matching for console command suggestions * Only implemented in the editor, game uses UConsole which needs an entirely different implementation * Not sorting starting matches first, although that is desired Change 2959942 on 2016/04/28 by Daniel.Wright Gracefully handle when input string doesn't match search results Change 2960743 on 2016/04/29 by Gil.Gribb UE4 - UAT - Add map name to editortest command line. Change 2960940 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960955 on 2016/04/29 by Gil.Gribb UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled). Change 2960961 on 2016/04/29 by Chris.Bunner Potential material translator Lerp node pre-computations/optimizations. #jira OR-20138 Change 2961087 on 2016/04/29 by Gil.Gribb Fixed compile error in preflight relating to load time test rig Change 2962565 on 2016/05/02 by Gil.Gribb Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering) Change 2965058 on 2016/05/03 by Chris.Bunner Shader version bump. #lockdown Gil.Gribb #jira UE-30206 Change 2966554 on 2016/05/04 by Chris.Bunner Bumping shader version again, unintentionally polluted DDC previously. #lockdown Gil.Gribb #jira UE-30329 Change 2967183 on 2016/05/05 by Gil.Gribb UE4 - Fixed a bad hash on landscape grass components. Simple, safe. #lockdown nick.penwarden [CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
int32 Start = ref.Find(InputTextStr);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2943963 on 2016/04/14 by Daniel.Wright Shader compile errors are unsuppressed Change 2943978 on 2016/04/14 by Gil.Gribb UE4 - First pass at async loading improvements....mostly disabled. Change 2944021 on 2016/04/14 by Martin.Mittring fixed HLSL compiler warning Change 2944031 on 2016/04/14 by Martin.Mittring fixed ensures, wrapped some members behind get accessor functions Change 2944086 on 2016/04/14 by Martin.Mittring cleanup: removed not needed code Change 2944177 on 2016/04/14 by Daniel.Wright Clamp on FarShadowCascadeCount, prevents crashing from huge values Change 2944182 on 2016/04/14 by Martin.Mittring removed not needed code Change 2944250 on 2016/04/14 by Rolando.Caloca DR - vk - Minor fixes Change 2944286 on 2016/04/14 by Daniel.Wright Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions Added bShowPreviewPlane to planar reflection actors The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes Change 2944288 on 2016/04/14 by Daniel.Wright Fixed refraction with a world space normal Change 2944291 on 2016/04/14 by Daniel.Wright Panner nodes have an optional speed input Change 2944346 on 2016/04/14 by Rolando.Caloca DR - Fix Vulkan shader platform on Android - Added more info on checks() Change 2945007 on 2016/04/15 by Gil.Gribb Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering) Change 2945348 on 2016/04/15 by Daniel.Wright Fixed compile error Change 2945358 on 2016/04/15 by Olaf.Piesche #jira UE-29241 Sequential particle selection code was all sorts of weird. Rewrote and simplified. Change 2945941 on 2016/04/15 by Martin.Mittring added r.DisplayInternals to debug determinism for screen shot comparison Change 2945999 on 2016/04/15 by Martin.Mittring improved r.DisplayInternal output Change 2946023 on 2016/04/15 by Olaf.Piesche Adding missing call to Super::PostEditChangeProperty; UDN 286717 Change 2947155 on 2016/04/18 by Martin.Mittring started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up #test:PC Change 2947207 on 2016/04/18 by Martin.Mittring fixed engine compiling in shipping/test #code_review:Uriel.Doyan Change 2947212 on 2016/04/18 by Uriel.Doyon Lightmap density viewmode now shows the wanted resolution when the lighting isn't build. #jira UE-29317 Change 2947374 on 2016/04/18 by Uriel.Doyon Fixed support for resolution scale for the PostProcessVisualizeComplexity #jira UE-29473 Change 2947903 on 2016/04/19 by Gil.Gribb Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering) Change 2948019 on 2016/04/19 by Rolando.Caloca DR - Allow vk format as a target format for win Change 2948162 on 2016/04/19 by Simon.Tovey Fix for crash with Collision visualization. Change 2948419 on 2016/04/19 by Martin.Mittring fixed sort priority of translucent rendering (caused by recent checkin) Change 2948433 on 2016/04/19 by Martin.Mittring fixed memory handling of FRendererViewExtension Change 2948631 on 2016/04/19 by Martin.Mittring fixed compile error on Mac Change 2948832 on 2016/04/19 by Martin.Mittring fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues) Change 2949013 on 2016/04/19 by Martin.Mittring refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping this is useful for MeshDecals #test:PC, parallel on and off Change 2949620 on 2016/04/20 by Martin.Mittring fixed compiler warning Change 2949639 on 2016/04/20 by Uriel.Doyon Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader Change 2949721 on 2016/04/20 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #jira UE-29089 Change 2949722 on 2016/04/20 by Chris.Bunner Prevent nullptr crash and added additional logging. #jira UE-28387 Change 2949913 on 2016/04/20 by Martin.Mittring marked ccommand as cheat Change 2950064 on 2016/04/20 by Martin.Mittring added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background Change 2950065 on 2016/04/20 by Martin.Mittring nicer debug printout Change 2950201 on 2016/04/20 by Martin.Mittring fixed UE-29752 Console commands input with " = " should display an error message Change 2950531 on 2016/04/20 by Martin.Mittring fixed comment Change 2951737 on 2016/04/21 by HaarmPieter.Duiker Adds support forHDR displays using Dolby PQ output Change 2951869 on 2016/04/21 by Martin.Mittring polish r.DisplayInternal Change 2951950 on 2016/04/21 by HaarmPieter.Duiker Reordered variable definition to address build warning Change 2951996 on 2016/04/21 by Martin.Mittring fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation", changed directory order to run locally it currently requires "r.ScreenshotDelegate=0" #code_review:Ben.Salem, Michael.Noland Change 2952146 on 2016/04/21 by Olaf.Piesche make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures Change 2952230 on 2016/04/21 by Martin.Mittring * Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec . * changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber #code_review:Daniel.Wright Change 2953173 on 2016/04/22 by Olaf.Piesche Adding UI for easilly browsing and switching in a folder full of stats dumps Change 2953213 on 2016/04/22 by Olaf.Piesche Renaming a stat to be more descriptive Change 2953393 on 2016/04/22 by Zabir.Hoque Get DX12 running again: - Port Shader Resource Table change - Line up VS outputs and ps inputs - Fix incorrectly defining a static global in a .h Change 2953453 on 2016/04/22 by Martin.Mittring polished r.DisplayInternal Change 2954618 on 2016/04/25 by Zabir.Hoque 2 Fixes: - GLSL does not understand "unsigned int", converted to "uint" - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction. Change 2955369 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Fix some memory leaks in the frontend Change 2955403 on 2016/04/25 by Uriel.Doyon Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux. Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4 #jira UE-28840 Change 2955419 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Reenabled support for static global variables being not const Change 2955432 on 2016/04/25 by Zabir.Hoque Fix build break from not undef'ing LOCTEXT_NAMESPACE Change 2955459 on 2016/04/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. Change 2956292 on 2016/04/26 by Zabir.Hoque Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output). #CodeReview: Jack.Porter, Allan.Bentham Change 2956662 on 2016/04/26 by Chris.Bunner Temporary fix for new Tonemapper issues. #jira UE-29935 Change 2957614 on 2016/04/27 by Marcus.Wassmer Fix PS4 shader compiler errors. Change 2958468 on 2016/04/27 by Rolando.Caloca DR - Fix hlslcc validation issue - Show error on SCW if shader format not found when running with -directcompile #jira UE-29982 Change 2959105 on 2016/04/28 by Rolando.Caloca DR - Rebuilt hlslcc for Mac Change 2959891 on 2016/04/28 by Daniel.Wright Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields Change 2959895 on 2016/04/28 by Daniel.Wright Work around build machine string matching heuristics that will cause a cook to fail Change 2959902 on 2016/04/28 by Daniel.Wright Added LowerHemisphereSolidColor to sky lights Change 2959930 on 2016/04/28 by Daniel.Wright Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles Change 2959933 on 2016/04/28 by Daniel.Wright Substring matching for console command suggestions * Only implemented in the editor, game uses UConsole which needs an entirely different implementation * Not sorting starting matches first, although that is desired Change 2959942 on 2016/04/28 by Daniel.Wright Gracefully handle when input string doesn't match search results Change 2960743 on 2016/04/29 by Gil.Gribb UE4 - UAT - Add map name to editortest command line. Change 2960940 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960955 on 2016/04/29 by Gil.Gribb UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled). Change 2960961 on 2016/04/29 by Chris.Bunner Potential material translator Lerp node pre-computations/optimizations. #jira OR-20138 Change 2961087 on 2016/04/29 by Gil.Gribb Fixed compile error in preflight relating to load time test rig Change 2962565 on 2016/05/02 by Gil.Gribb Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering) Change 2965058 on 2016/05/03 by Chris.Bunner Shader version bump. #lockdown Gil.Gribb #jira UE-30206 Change 2966554 on 2016/05/04 by Chris.Bunner Bumping shader version again, unintentionally polluted DDC previously. #lockdown Gil.Gribb #jira UE-30329 Change 2967183 on 2016/05/05 by Gil.Gribb UE4 - Fixed a bad hash on landscape grass components. Simple, safe. #lockdown nick.penwarden [CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
if (Start != INDEX_NONE)
{
ref = ref.Left(Start) + TEXT("\t") + ref.Mid(Start, InputTextStr.Len()) + TEXT("\t") + ref.RightChop(Start + InputTextStr.Len());
}
}
SetSuggestions(AutoCompleteList, false);
}
else
{
ClearSuggestions();
}
}
void SConsoleInputBox::OnTextCommitted( const FText& InText, ETextCommit::Type CommitInfo)
{
if (CommitInfo == ETextCommit::OnEnter)
{
if (!InText.IsEmpty())
{
IConsoleManager::Get().AddConsoleHistoryEntry( *InText.ToString() );
// Copy the exec text string out so we can clear the widget's contents. If the exec command spawns
// a new window it can cause the text box to lose focus, which will result in this function being
// re-entered. We want to make sure the text string is empty on re-entry, so we'll clear it out
const FString ExecString = InText.ToString();
// Clear the console input area
bIgnoreUIUpdate = true;
InputText->SetText(FText::GetEmpty());
bIgnoreUIUpdate = false;
// Exec!
if (ConsoleCommandCustomExec.IsBound())
{
ConsoleCommandCustomExec.Execute(ExecString);
}
else
{
bool bWasHandled = false;
UWorld* World = NULL;
UWorld* OldWorld = NULL;
// The play world needs to handle these commands if it exists
if( GIsEditor && GEditor->PlayWorld && !GIsPlayInEditorWorld )
{
World = GEditor->PlayWorld;
OldWorld = SetPlayInEditorWorld( GEditor->PlayWorld );
}
ULocalPlayer* Player = GEngine->GetDebugLocalPlayer();
if( Player )
{
UWorld* PlayerWorld = Player->GetWorld();
if( !World )
{
World = PlayerWorld;
}
bWasHandled = Player->Exec( PlayerWorld, *ExecString, *GLog );
}
if( !World )
{
World = GEditor->GetEditorWorldContext().World();
}
if( World )
{
if( !bWasHandled )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
AGameModeBase* const GameMode = World->GetAuthGameMode();
AGameStateBase* const GameState = World->GetGameState();
if( GameMode && GameMode->ProcessConsoleExec( *ExecString, *GLog, NULL ) )
{
bWasHandled = true;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
else if (GameState && GameState->ProcessConsoleExec(*ExecString, *GLog, NULL))
{
bWasHandled = true;
}
}
if( !bWasHandled && !Player)
{
if( GIsEditor )
{
bWasHandled = GEditor->Exec( World, *ExecString, *GLog );
}
else
{
bWasHandled = GEngine->Exec( World, *ExecString, *GLog );
}
}
}
// Restore the old world of there was one
if( OldWorld )
{
RestoreEditorWorld( OldWorld );
}
}
}
ClearSuggestions();
OnConsoleCommandExecuted.ExecuteIfBound();
}
}
FReply SConsoleInputBox::OnPreviewKeyDown(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent)
{
if(SuggestionBox->IsOpen())
{
if(KeyEvent.GetKey() == EKeys::Up || KeyEvent.GetKey() == EKeys::Down)
{
if(KeyEvent.GetKey() == EKeys::Up)
{
if(SelectedSuggestion < 0)
{
// from edit control to end of list
SelectedSuggestion = Suggestions.Num() - 1;
}
else
{
// got one up, possibly back to edit control
--SelectedSuggestion;
}
}
if(KeyEvent.GetKey() == EKeys::Down)
{
if(SelectedSuggestion < Suggestions.Num() - 1)
{
// go one down, possibly from edit control to top
++SelectedSuggestion;
}
else
{
// back to edit control
SelectedSuggestion = -1;
}
}
MarkActiveSuggestion();
return FReply::Handled();
}
else if (KeyEvent.GetKey() == EKeys::Tab)
{
if (Suggestions.Num())
{
if (SelectedSuggestion >= 0 && SelectedSuggestion < Suggestions.Num())
{
MarkActiveSuggestion();
OnTextCommitted(InputText->GetText(), ETextCommit::OnEnter);
}
else
{
SelectedSuggestion = 0;
MarkActiveSuggestion();
}
}
return FReply::Handled();
}
}
else
{
if(KeyEvent.GetKey() == EKeys::Up)
{
TArray<FString> History;
IConsoleManager::Get().GetConsoleHistory(History);
SetSuggestions(History, true);
if(Suggestions.Num())
{
SelectedSuggestion = Suggestions.Num() - 1;
MarkActiveSuggestion();
}
return FReply::Handled();
}
}
return FReply::Unhandled();
}
void SConsoleInputBox::SetSuggestions(TArray<FString>& Elements, bool bInHistoryMode)
{
FString SelectionText;
if (SelectedSuggestion >= 0 && SelectedSuggestion < Suggestions.Num())
{
SelectionText = *Suggestions[SelectedSuggestion];
}
SelectedSuggestion = -1;
Suggestions.Empty();
SelectedSuggestion = -1;
for(uint32 i = 0; i < (uint32)Elements.Num(); ++i)
{
Suggestions.Add(MakeShareable(new FString(Elements[i])));
if (Elements[i] == SelectionText)
{
SelectedSuggestion = i;
}
}
if(Suggestions.Num())
{
// Ideally if the selection box is open the output window is not changing it's window title (flickers)
SuggestionBox->SetIsOpen(true, false);
SuggestionListView->RequestScrollIntoView(Suggestions.Last());
}
else
{
SuggestionBox->SetIsOpen(false);
}
}
void SConsoleInputBox::OnFocusLost( const FFocusEvent& InFocusEvent )
{
// SuggestionBox->SetIsOpen(false);
}
void SConsoleInputBox::MarkActiveSuggestion()
{
bIgnoreUIUpdate = true;
if(SelectedSuggestion >= 0)
{
SuggestionListView->SetSelection(Suggestions[SelectedSuggestion]);
SuggestionListView->RequestScrollIntoView(Suggestions[SelectedSuggestion]); // Ideally this would only scroll if outside of the view
InputText->SetText(FText::FromString(GetSelectionText()));
}
else
{
SuggestionListView->ClearSelection();
}
bIgnoreUIUpdate = false;
}
void SConsoleInputBox::ClearSuggestions()
{
SelectedSuggestion = -1;
SuggestionBox->SetIsOpen(false);
Suggestions.Empty();
}
FString SConsoleInputBox::GetSelectionText() const
{
FString ret = *Suggestions[SelectedSuggestion];
ret = ret.Replace(TEXT("\t"), TEXT(""));
return ret;
}
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
TSharedRef< FOutputLogTextLayoutMarshaller > FOutputLogTextLayoutMarshaller::Create(TArray< TSharedPtr<FLogMessage> > InMessages, FLogFilter* InFilter)
{
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
return MakeShareable(new FOutputLogTextLayoutMarshaller(MoveTemp(InMessages), InFilter));
}
FOutputLogTextLayoutMarshaller::~FOutputLogTextLayoutMarshaller()
{
}
void FOutputLogTextLayoutMarshaller::SetText(const FString& SourceString, FTextLayout& TargetTextLayout)
{
TextLayout = &TargetTextLayout;
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902) ========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
AppendMessagesToTextLayout(Messages);
}
void FOutputLogTextLayoutMarshaller::GetText(FString& TargetString, const FTextLayout& SourceTextLayout)
{
SourceTextLayout.GetAsText(TargetString);
}
bool FOutputLogTextLayoutMarshaller::AppendMessage(const TCHAR* InText, const ELogVerbosity::Type InVerbosity, const FName& InCategory)
{
TArray< TSharedPtr<FLogMessage> > NewMessages;
if(SOutputLog::CreateLogMessages(InText, InVerbosity, InCategory, NewMessages))
{
const bool bWasEmpty = Messages.Num() == 0;
Messages.Append(NewMessages);
if(TextLayout)
{
// If we were previously empty, then we'd have inserted a dummy empty line into the document
// We need to remove this line now as it would cause the message indices to get out-of-sync with the line numbers, which would break auto-scrolling
if(bWasEmpty)
{
TextLayout->ClearLines();
}
// If we've already been given a text layout, then append these new messages rather than force a refresh of the entire document
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902) ========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
AppendMessagesToTextLayout(NewMessages);
}
else
{
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
MarkMessagesCacheAsDirty();
MakeDirty();
}
return true;
}
return false;
}
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902) ========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
void FOutputLogTextLayoutMarshaller::AppendMessageToTextLayout(const TSharedPtr<FLogMessage>& InMessage)
{
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
if (!Filter->IsMessageAllowed(InMessage))
{
return;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3167359) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3152124 on 2016/10/05 by Jamie.Dale Fixed SOutputLog filter not handling OnTextCommitted Change 3152255 on 2016/10/05 by Michael.Dupuis #jira UE-28173 Support \" properly in FName Change 3152273 on 2016/10/05 by Nick.Darnell Core - The module manager is now thread safer, we had a critical section around the internal module list - but we were incrementing/decrementing shared pointers to module data shared pointers that were not thread safe outside of the critical section. Ran into a crash working on some heavily threaded code in automation. Change 3152314 on 2016/10/05 by Nick.Darnell Automation - Continued work to rough out the automation workflow for screenshot. Still lots of work remaining, but it appears the basic of approving images might be working as of this CL. Change 3152316 on 2016/10/05 by Michael.Dupuis #jira UE-30346 Update selection when in tree view mode Change 3152317 on 2016/10/05 by Nick.Darnell Automation - Adding some test shots to compare against to EngineTest for screenshot approval. Change 3152319 on 2016/10/05 by Michael.Dupuis #jira UE-29817 StringAssetReference will now only open an Asset picker (not actor picker) as the goal is to reference an asset Change 3152521 on 2016/10/05 by Nick.Darnell Automation - Fixing some issues with where it reads the screenshot compare rules. Change 3152536 on 2016/10/05 by Alexis.Matte Fix FBX automation test. - Make sure the fbx test can avoid automatic detection of the mesh type - Avoid to log the warning when the importer set the material usage after creating a material for skeletalmesh. Change 3152572 on 2016/10/05 by Nick.Darnell Automation - The GameProjectAutomationTests now do some pre-run house cleaning to make sure the project doesn't already exist, and tries to remove it if it was created previously but not deleted. Change 3152591 on 2016/10/05 by Nick.Darnell Automation - Changing the game project errors to be errors. Change 3153115 on 2016/10/06 by Jamie.Dale Removed superflous padding when SPropertyEditorAsset had no buttons Change 3153215 on 2016/10/06 by Michael.Dupuis Fixed build warning Change 3153248 on 2016/10/06 by Nick.Darnell Automation - Working on solving projects not being generated, suspect UBT isn't built or isn't available. Change 3153255 on 2016/10/06 by Nick.Darnell PR #2835: Fix TestEqual AddError Message in FAutomationTestBase (Contributed by dorgonman) #jira UE-36922 Change 3153300 on 2016/10/06 by Nick.Darnell Automation - Enabled verbose logging to automation build farm. Change 3153343 on 2016/10/06 by Matt.Kuhlenschmidt PR #2825: More project launcher progress improvements (Contributed by projectgheist) Change 3153506 on 2016/10/06 by Gareth.Martin Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled #jira UE-36933 Change 3153752 on 2016/10/06 by tim.gautier Add toggle button to UMG_Behavior. Set Level Blueprint for TM-UMG to AllWidget Change 3153763 on 2016/10/06 by Nick.Darnell Automation - Disable verbose logging. Change 3153778 on 2016/10/06 by Nick.Darnell PR #2837: Fixed engine compilation with defined LOG_SLATE_EVENTS (Contributed by Pierdek) #jira UE-36940 Change 3153943 on 2016/10/06 by Nick.Darnell Automation - Disabling some broken tests. Change 3154035 on 2016/10/06 by Nick.Darnell Automation - Fixing re-runs for tests that want them. Previously this wasn't working for any test that was run using the Reprostring method of being executed. Change 3154039 on 2016/10/06 by Nick.Darnell Automation - Updating some test assets in the EngineTest project. Change 3154476 on 2016/10/07 by Richard.TalbotWatkin Fix to regression where vertex color view in Mesh Paint Mode no longer worked correctly. We now allow selected static meshes to go down the dynamic path if VertexColors show mode is active. #jira UE-36772 - Selecting a channel in Vertex Paint mode does not show the channel color Change 3154650 on 2016/10/07 by Alexis.Matte Add new front axis facing X option to fbx importer Change 3154785 on 2016/10/07 by Nick.Darnell Automation - Continued work on automation, ripping out the message bus from the screenshot manager, that's causing the screenshot manager to recieve shots from every machine ever running tests. The Automation Controller is now in charge, and will tell the screenshot manager whatever it needs. Change 3155131 on 2016/10/07 by Michael.Dupuis #jira UE-36509 Do not disabled inverse filter when doing a sync to asset Change 3155141 on 2016/10/07 by Michael.Dupuis #jira UE-36056 Do not open the Actor Picker if we're working on an archetype object Change 3155262 on 2016/10/07 by Michael.Dupuis #jira UE-19737 reset ctrl key when resetting state to None Change 3156326 on 2016/10/09 by Matt.Kuhlenschmidt Fixed crash when asset picker is used without a property editor (usually a heavily customized property). Change 3156473 on 2016/10/10 by Richard.TalbotWatkin Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3156479 on 2016/10/10 by Richard.TalbotWatkin Fixed non-editor build. Change 3156579 on 2016/10/10 by Alexis.Matte Add a check to make sure curve pointer is valid. #jira UE-36177 Change 3156585 on 2016/10/10 by Ben.Marsh Fix line endings for screenshot settings. Change 3156617 on 2016/10/10 by Matt.Kuhlenschmidt Disable per-pixel blending of menus by default. Causes artifacts on windows versions and we are not using it. Change 3156674 on 2016/10/10 by Nick.Darnell Automation - Continued work on the automation workflow. Now screenshot functional test actors actually have the screenshot processed for differences during the test back on the test controller machine, and then waits for the results of the comparison to be performed. Change 3156709 on 2016/10/10 by Alexis.Matte #jira UE-16337 Make sure the base mesh import data transform is used when we import a LOD. Change 3156714 on 2016/10/10 by Nick.Darnell Automation - Fixing -game crash due to TestName being null in functional test. Change 3156721 on 2016/10/10 by Nick.Darnell Automation - FunctionalAITest now implements IsReady to check if the navigation mesh has finished being built. Change 3156748 on 2016/10/10 by Nick.Darnell Autopmation - Fixing a warning. Change 3156943 on 2016/10/10 by Alex.Delesky Fixed an issue where closing out the "Add Code" window with an active toast stating that an IDE was downloading would prevent the toast from clearing correctly. #jira none Change 3156946 on 2016/10/10 by Alex.Delesky #jira UE-36414 - Adding support for the P4Changelist command line argument to the P4 operations that were missing it. Change 3158215 on 2016/10/11 by Nick.Darnell Automation - Continued work on the screenshot comparison, fixed a crash, the system now reports if the screenshot was new, as well as similar, so that the script can react and warn when new screenshots are produced. Manually fired screenshots now properly wait until they've been compared before the test moves forward. Change 3158322 on 2016/10/11 by Michael.Dupuis #jira UE-36063 If the collection is not shown when trying to save one, force show them so the user understand what is going on Change 3158333 on 2016/10/11 by Alex.Delesky #jira UE-36829 - Rebuilt SVN 1.9.4 libs for Windows with CyrusSASL 2.1.26 and SWIG 3.0.10 support. Change 3158399 on 2016/10/11 by Nick.Darnell Automation - TTF Font log statements that were not warnings are no longer warnings. Change 3158406 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Change 3158419 on 2016/10/11 by Alex.Delesky #jira UE-36829 - SVN 1.9.4 libraries, but also with Java 8u101 support. Change 3158537 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Adding some missing files. Change 3158726 on 2016/10/11 by Michael.Dupuis #jira UE-37001 Perform manual migration of UICurve to proper config category Change 3158728 on 2016/10/11 by Nick.Darnell Automation - Fixing some warnings. Adding more testing to the Domino map to serve as a better example. Change 3158753 on 2016/10/11 by Michael.Dupuis #jira UE-26261 change it's by its Change 3158984 on 2016/10/11 by Alexis.Matte Fix D&D folder import in content browser. We have to expand the root directory to have the correct path. #jira UE-32155 Change 3159640 on 2016/10/12 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira UE-37119 Change 3159741 on 2016/10/12 by Nick.Darnell Slate - Fixing the SGraphPanel's mouse offset calculations so that it works with HDPI mode. Change 3159762 on 2016/10/12 by Nick.Darnell Automation - Adding a way to take a screenshot with the UI, not great yet - it doesn't really obey the rules of resolution, because of the method it uses. Change 3160210 on 2016/10/12 by Gareth.Martin Fixed crash when changing Landscape LOD while using "Grass use Landscape Lightmap" Change 3160216 on 2016/10/12 by Gareth.Martin Removed unused FLandscapeComponentSceneProxy::LayerNames and made LayerColors editor-only Fixed negative LODBias on landscape components to actually do anything Change 3160239 on 2016/10/12 by Gareth.Martin Removed an unused variable Change 3160455 on 2016/10/12 by Jamie.Dale Fixed FText properties exported to asset tags displaying in their NSLOCTEXT form in the asset tooltips Change 3160457 on 2016/10/12 by Jamie.Dale Localization automation now groups everything into a single CL and reverts PO files without significant changes Change 3160554 on 2016/10/12 by Nick.Darnell UMG - Fixing some panning logic to work with HDPI mode in the designer. Change 3161712 on 2016/10/13 by Jamie.Dale Fixed TSharedMapView using hard-coded types Change 3163044 on 2016/10/14 by Jamie.Dale Fixed line-break iterators incorrectly breaking words in CJK Change 3163046 on 2016/10/14 by Jamie.Dale Text layout no longer creates break candidates when wrapping is disabled Change 3163217 on 2016/10/14 by Jamie.Dale Fixed ensure caused by FMediaTextureResource::GetResourceSizeEx Change 3163641 on 2016/10/14 by Alex.Delesky #jira UE-36829 - Updated Mac SVN libraries, along with a more accurate changelog for Windows SVN libs Change 3164428 on 2016/10/17 by Nick.Darnell Slate - Making the FReply for SetMousePos easier to debug, since that option is potentially very frustrating to debug when someone is changing it. Change 3164833 on 2016/10/17 by Jamie.Dale Fixed ParseNumber consuming strings with multiple sequential dots as valid numbers, eg) "10..." Change 3164868 on 2016/10/17 by Alexis.Matte Remove re-import material and LOD import material #jira UE-36640 Change 3164874 on 2016/10/17 by Alexis.Matte Fix fbx scene re-import of staticmesh loosing there materials #jira UE-37032 Change 3165080 on 2016/10/17 by Alexis.Matte Remove skinxx workflow for static mesh #jira UE-37262 Change 3165232 on 2016/10/17 by Nick.Darnell Automation - Adding some sub-level testing. Change 3165822 on 2016/10/18 by Nick.Darnell Slate - Add a counter to track how much time we spend drawing custom verts each frame. Change 3165934 on 2016/10/18 by Nick.Darnell Slate - Addding cycle counters to SInvalidationPanel's Tick and Paint. Change 3165947 on 2016/10/18 by Nick.Darnell Slate - Addding very verbose slate stats behind a compiler flag to avoid the large overhead of these stats. To enable them you'll need to set WITH_VERY_VERBOSE_SLATE_STATS to 1, added a guide on debugging slate performance to the SlateGlobals.h // HOW TO GET AN IN-DEPTH PERFORMANCE ANALYSIS OF SLATE // // Step 1) // Set WITH_VERY_VERBOSE_SLATE_STATS to 1. // // Step 2) // When running the game (outside of the editor), run these commandline options // in order and you'll get a large dump of where all the time is going in Slate. // // stat group enable slateverbose // stat group enable slateveryverbose // stat dumpave -root=stat_slate -num=120 -ms=0 Change 3165962 on 2016/10/18 by Nick.Darnell UMG - Play first frame of sequence in UMG immediately when told to play an animation. Change 3165981 on 2016/10/18 by Nick.Darnell Core - GetDisplayNameText now stores the FName for DisplayName in a static instead of using TEXT("DisplayName"). Change 3166000 on 2016/10/18 by Jamie.Dale Removed bulk-data from fonts The main complaints about composite fonts have always been: 1) They use too much memory at runtime. 2) They bloat if you use the same font face twice. 3) They often break when used outside the game thread. This change aims to address all of these issues by removing bulk-data from fonts (which was the cause of the memory bloat and threading issues), and introduces UFontFace assets (which allow you to re-use the same font face in different entries within a composite font). No existing font data is lost during this transition, however you must manually update your UFont assets to reference external UFontFace assets before you're able to edit the existing data (which is automatically upgraded to UFontFace assets *within* the UFont package). This upgrade can be done via the composite font editor. During cook these UFontFace assets write out the actual TTF/OTF font data as a .ufont file, which is what FreeType actually loads at runtime (the internals of the Slate font cache are now completely independent of UObjects and their lifetimes and loading concerns). Since we're now always loading files from disk, we can also give the user an option of whether to "pre-load" (which will load the entire font into memory, like bulk-data always used to), or "stream" the font from disk (which has minimal memory overhead, but needs decent I/O performance). Change 3166001 on 2016/10/18 by Jamie.Dale Updated the Launcher to no longer use bulk-data for fonts Change 3166003 on 2016/10/18 by Jamie.Dale Updated the Engine fonts to use UFontFace assets Change 3166028 on 2016/10/18 by Alex.Delesky #jira UE-37021 - The scrollbar will now remain at the bottom of the output log after specifying a filter. Change 3166071 on 2016/10/18 by Nick.Darnell Slate - Fixing a warning about hiding an inherited member. Change 3166213 on 2016/10/18 by Jamie.Dale Fixing crash caused by accessing a zeroed FText Change 3166222 on 2016/10/18 by Nick.Darnell Automation - Adding some code to end the sub level test when it starts. Change 3166231 on 2016/10/18 by Nick.Darnell Editor - Fixing the build warning, SOutputLog.cpp:748:4: warning: field 'TextLayout' will be initialized after field 'CachedNumMessages' Change 3166717 on 2016/10/18 by Nick.Darnell Automation - Removing references to old options that are no longer file paths, and are now StringAssetReferences these options were not being used by anyone as far as I can tell. #jira UE-37482 Change 3167279 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167356 on 2016/10/19 by Alexis.Matte Make sure the old asset are build correctly #jira UE-37461 Change 3167359 on 2016/10/19 by Alexis.Matte Fix re-import of mesh material assignment regression #jira UE-37479 [CL 3168049 by Matt Kuhlenschmidt in Main branch]
2016-10-19 15:01:48 -04:00
// Increment the cached count if we're not rebuilding the log
if ( !IsDirty() )
{
CachedNumMessages++;
}
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902) ========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
const FTextBlockStyle& MessageTextStyle = FEditorStyle::Get().GetWidgetStyle<FTextBlockStyle>(InMessage->Style);
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902) ========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
TSharedRef<FString> LineText = InMessage->Message;
TArray<TSharedRef<IRun>> Runs;
Runs.Add(FSlateTextRun::Create(FRunInfo(), LineText, MessageTextStyle));
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902) ========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
TextLayout->AddLine(FSlateTextLayout::FNewLineData(MoveTemp(LineText), MoveTemp(Runs)));
}
void FOutputLogTextLayoutMarshaller::AppendMessagesToTextLayout(const TArray<TSharedPtr<FLogMessage>>& InMessages)
{
TArray<FTextLayout::FNewLineData> LinesToAdd;
LinesToAdd.Reserve(InMessages.Num());
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3167359) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3152124 on 2016/10/05 by Jamie.Dale Fixed SOutputLog filter not handling OnTextCommitted Change 3152255 on 2016/10/05 by Michael.Dupuis #jira UE-28173 Support \" properly in FName Change 3152273 on 2016/10/05 by Nick.Darnell Core - The module manager is now thread safer, we had a critical section around the internal module list - but we were incrementing/decrementing shared pointers to module data shared pointers that were not thread safe outside of the critical section. Ran into a crash working on some heavily threaded code in automation. Change 3152314 on 2016/10/05 by Nick.Darnell Automation - Continued work to rough out the automation workflow for screenshot. Still lots of work remaining, but it appears the basic of approving images might be working as of this CL. Change 3152316 on 2016/10/05 by Michael.Dupuis #jira UE-30346 Update selection when in tree view mode Change 3152317 on 2016/10/05 by Nick.Darnell Automation - Adding some test shots to compare against to EngineTest for screenshot approval. Change 3152319 on 2016/10/05 by Michael.Dupuis #jira UE-29817 StringAssetReference will now only open an Asset picker (not actor picker) as the goal is to reference an asset Change 3152521 on 2016/10/05 by Nick.Darnell Automation - Fixing some issues with where it reads the screenshot compare rules. Change 3152536 on 2016/10/05 by Alexis.Matte Fix FBX automation test. - Make sure the fbx test can avoid automatic detection of the mesh type - Avoid to log the warning when the importer set the material usage after creating a material for skeletalmesh. Change 3152572 on 2016/10/05 by Nick.Darnell Automation - The GameProjectAutomationTests now do some pre-run house cleaning to make sure the project doesn't already exist, and tries to remove it if it was created previously but not deleted. Change 3152591 on 2016/10/05 by Nick.Darnell Automation - Changing the game project errors to be errors. Change 3153115 on 2016/10/06 by Jamie.Dale Removed superflous padding when SPropertyEditorAsset had no buttons Change 3153215 on 2016/10/06 by Michael.Dupuis Fixed build warning Change 3153248 on 2016/10/06 by Nick.Darnell Automation - Working on solving projects not being generated, suspect UBT isn't built or isn't available. Change 3153255 on 2016/10/06 by Nick.Darnell PR #2835: Fix TestEqual AddError Message in FAutomationTestBase (Contributed by dorgonman) #jira UE-36922 Change 3153300 on 2016/10/06 by Nick.Darnell Automation - Enabled verbose logging to automation build farm. Change 3153343 on 2016/10/06 by Matt.Kuhlenschmidt PR #2825: More project launcher progress improvements (Contributed by projectgheist) Change 3153506 on 2016/10/06 by Gareth.Martin Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled #jira UE-36933 Change 3153752 on 2016/10/06 by tim.gautier Add toggle button to UMG_Behavior. Set Level Blueprint for TM-UMG to AllWidget Change 3153763 on 2016/10/06 by Nick.Darnell Automation - Disable verbose logging. Change 3153778 on 2016/10/06 by Nick.Darnell PR #2837: Fixed engine compilation with defined LOG_SLATE_EVENTS (Contributed by Pierdek) #jira UE-36940 Change 3153943 on 2016/10/06 by Nick.Darnell Automation - Disabling some broken tests. Change 3154035 on 2016/10/06 by Nick.Darnell Automation - Fixing re-runs for tests that want them. Previously this wasn't working for any test that was run using the Reprostring method of being executed. Change 3154039 on 2016/10/06 by Nick.Darnell Automation - Updating some test assets in the EngineTest project. Change 3154476 on 2016/10/07 by Richard.TalbotWatkin Fix to regression where vertex color view in Mesh Paint Mode no longer worked correctly. We now allow selected static meshes to go down the dynamic path if VertexColors show mode is active. #jira UE-36772 - Selecting a channel in Vertex Paint mode does not show the channel color Change 3154650 on 2016/10/07 by Alexis.Matte Add new front axis facing X option to fbx importer Change 3154785 on 2016/10/07 by Nick.Darnell Automation - Continued work on automation, ripping out the message bus from the screenshot manager, that's causing the screenshot manager to recieve shots from every machine ever running tests. The Automation Controller is now in charge, and will tell the screenshot manager whatever it needs. Change 3155131 on 2016/10/07 by Michael.Dupuis #jira UE-36509 Do not disabled inverse filter when doing a sync to asset Change 3155141 on 2016/10/07 by Michael.Dupuis #jira UE-36056 Do not open the Actor Picker if we're working on an archetype object Change 3155262 on 2016/10/07 by Michael.Dupuis #jira UE-19737 reset ctrl key when resetting state to None Change 3156326 on 2016/10/09 by Matt.Kuhlenschmidt Fixed crash when asset picker is used without a property editor (usually a heavily customized property). Change 3156473 on 2016/10/10 by Richard.TalbotWatkin Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3156479 on 2016/10/10 by Richard.TalbotWatkin Fixed non-editor build. Change 3156579 on 2016/10/10 by Alexis.Matte Add a check to make sure curve pointer is valid. #jira UE-36177 Change 3156585 on 2016/10/10 by Ben.Marsh Fix line endings for screenshot settings. Change 3156617 on 2016/10/10 by Matt.Kuhlenschmidt Disable per-pixel blending of menus by default. Causes artifacts on windows versions and we are not using it. Change 3156674 on 2016/10/10 by Nick.Darnell Automation - Continued work on the automation workflow. Now screenshot functional test actors actually have the screenshot processed for differences during the test back on the test controller machine, and then waits for the results of the comparison to be performed. Change 3156709 on 2016/10/10 by Alexis.Matte #jira UE-16337 Make sure the base mesh import data transform is used when we import a LOD. Change 3156714 on 2016/10/10 by Nick.Darnell Automation - Fixing -game crash due to TestName being null in functional test. Change 3156721 on 2016/10/10 by Nick.Darnell Automation - FunctionalAITest now implements IsReady to check if the navigation mesh has finished being built. Change 3156748 on 2016/10/10 by Nick.Darnell Autopmation - Fixing a warning. Change 3156943 on 2016/10/10 by Alex.Delesky Fixed an issue where closing out the "Add Code" window with an active toast stating that an IDE was downloading would prevent the toast from clearing correctly. #jira none Change 3156946 on 2016/10/10 by Alex.Delesky #jira UE-36414 - Adding support for the P4Changelist command line argument to the P4 operations that were missing it. Change 3158215 on 2016/10/11 by Nick.Darnell Automation - Continued work on the screenshot comparison, fixed a crash, the system now reports if the screenshot was new, as well as similar, so that the script can react and warn when new screenshots are produced. Manually fired screenshots now properly wait until they've been compared before the test moves forward. Change 3158322 on 2016/10/11 by Michael.Dupuis #jira UE-36063 If the collection is not shown when trying to save one, force show them so the user understand what is going on Change 3158333 on 2016/10/11 by Alex.Delesky #jira UE-36829 - Rebuilt SVN 1.9.4 libs for Windows with CyrusSASL 2.1.26 and SWIG 3.0.10 support. Change 3158399 on 2016/10/11 by Nick.Darnell Automation - TTF Font log statements that were not warnings are no longer warnings. Change 3158406 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Change 3158419 on 2016/10/11 by Alex.Delesky #jira UE-36829 - SVN 1.9.4 libraries, but also with Java 8u101 support. Change 3158537 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Adding some missing files. Change 3158726 on 2016/10/11 by Michael.Dupuis #jira UE-37001 Perform manual migration of UICurve to proper config category Change 3158728 on 2016/10/11 by Nick.Darnell Automation - Fixing some warnings. Adding more testing to the Domino map to serve as a better example. Change 3158753 on 2016/10/11 by Michael.Dupuis #jira UE-26261 change it's by its Change 3158984 on 2016/10/11 by Alexis.Matte Fix D&D folder import in content browser. We have to expand the root directory to have the correct path. #jira UE-32155 Change 3159640 on 2016/10/12 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira UE-37119 Change 3159741 on 2016/10/12 by Nick.Darnell Slate - Fixing the SGraphPanel's mouse offset calculations so that it works with HDPI mode. Change 3159762 on 2016/10/12 by Nick.Darnell Automation - Adding a way to take a screenshot with the UI, not great yet - it doesn't really obey the rules of resolution, because of the method it uses. Change 3160210 on 2016/10/12 by Gareth.Martin Fixed crash when changing Landscape LOD while using "Grass use Landscape Lightmap" Change 3160216 on 2016/10/12 by Gareth.Martin Removed unused FLandscapeComponentSceneProxy::LayerNames and made LayerColors editor-only Fixed negative LODBias on landscape components to actually do anything Change 3160239 on 2016/10/12 by Gareth.Martin Removed an unused variable Change 3160455 on 2016/10/12 by Jamie.Dale Fixed FText properties exported to asset tags displaying in their NSLOCTEXT form in the asset tooltips Change 3160457 on 2016/10/12 by Jamie.Dale Localization automation now groups everything into a single CL and reverts PO files without significant changes Change 3160554 on 2016/10/12 by Nick.Darnell UMG - Fixing some panning logic to work with HDPI mode in the designer. Change 3161712 on 2016/10/13 by Jamie.Dale Fixed TSharedMapView using hard-coded types Change 3163044 on 2016/10/14 by Jamie.Dale Fixed line-break iterators incorrectly breaking words in CJK Change 3163046 on 2016/10/14 by Jamie.Dale Text layout no longer creates break candidates when wrapping is disabled Change 3163217 on 2016/10/14 by Jamie.Dale Fixed ensure caused by FMediaTextureResource::GetResourceSizeEx Change 3163641 on 2016/10/14 by Alex.Delesky #jira UE-36829 - Updated Mac SVN libraries, along with a more accurate changelog for Windows SVN libs Change 3164428 on 2016/10/17 by Nick.Darnell Slate - Making the FReply for SetMousePos easier to debug, since that option is potentially very frustrating to debug when someone is changing it. Change 3164833 on 2016/10/17 by Jamie.Dale Fixed ParseNumber consuming strings with multiple sequential dots as valid numbers, eg) "10..." Change 3164868 on 2016/10/17 by Alexis.Matte Remove re-import material and LOD import material #jira UE-36640 Change 3164874 on 2016/10/17 by Alexis.Matte Fix fbx scene re-import of staticmesh loosing there materials #jira UE-37032 Change 3165080 on 2016/10/17 by Alexis.Matte Remove skinxx workflow for static mesh #jira UE-37262 Change 3165232 on 2016/10/17 by Nick.Darnell Automation - Adding some sub-level testing. Change 3165822 on 2016/10/18 by Nick.Darnell Slate - Add a counter to track how much time we spend drawing custom verts each frame. Change 3165934 on 2016/10/18 by Nick.Darnell Slate - Addding cycle counters to SInvalidationPanel's Tick and Paint. Change 3165947 on 2016/10/18 by Nick.Darnell Slate - Addding very verbose slate stats behind a compiler flag to avoid the large overhead of these stats. To enable them you'll need to set WITH_VERY_VERBOSE_SLATE_STATS to 1, added a guide on debugging slate performance to the SlateGlobals.h // HOW TO GET AN IN-DEPTH PERFORMANCE ANALYSIS OF SLATE // // Step 1) // Set WITH_VERY_VERBOSE_SLATE_STATS to 1. // // Step 2) // When running the game (outside of the editor), run these commandline options // in order and you'll get a large dump of where all the time is going in Slate. // // stat group enable slateverbose // stat group enable slateveryverbose // stat dumpave -root=stat_slate -num=120 -ms=0 Change 3165962 on 2016/10/18 by Nick.Darnell UMG - Play first frame of sequence in UMG immediately when told to play an animation. Change 3165981 on 2016/10/18 by Nick.Darnell Core - GetDisplayNameText now stores the FName for DisplayName in a static instead of using TEXT("DisplayName"). Change 3166000 on 2016/10/18 by Jamie.Dale Removed bulk-data from fonts The main complaints about composite fonts have always been: 1) They use too much memory at runtime. 2) They bloat if you use the same font face twice. 3) They often break when used outside the game thread. This change aims to address all of these issues by removing bulk-data from fonts (which was the cause of the memory bloat and threading issues), and introduces UFontFace assets (which allow you to re-use the same font face in different entries within a composite font). No existing font data is lost during this transition, however you must manually update your UFont assets to reference external UFontFace assets before you're able to edit the existing data (which is automatically upgraded to UFontFace assets *within* the UFont package). This upgrade can be done via the composite font editor. During cook these UFontFace assets write out the actual TTF/OTF font data as a .ufont file, which is what FreeType actually loads at runtime (the internals of the Slate font cache are now completely independent of UObjects and their lifetimes and loading concerns). Since we're now always loading files from disk, we can also give the user an option of whether to "pre-load" (which will load the entire font into memory, like bulk-data always used to), or "stream" the font from disk (which has minimal memory overhead, but needs decent I/O performance). Change 3166001 on 2016/10/18 by Jamie.Dale Updated the Launcher to no longer use bulk-data for fonts Change 3166003 on 2016/10/18 by Jamie.Dale Updated the Engine fonts to use UFontFace assets Change 3166028 on 2016/10/18 by Alex.Delesky #jira UE-37021 - The scrollbar will now remain at the bottom of the output log after specifying a filter. Change 3166071 on 2016/10/18 by Nick.Darnell Slate - Fixing a warning about hiding an inherited member. Change 3166213 on 2016/10/18 by Jamie.Dale Fixing crash caused by accessing a zeroed FText Change 3166222 on 2016/10/18 by Nick.Darnell Automation - Adding some code to end the sub level test when it starts. Change 3166231 on 2016/10/18 by Nick.Darnell Editor - Fixing the build warning, SOutputLog.cpp:748:4: warning: field 'TextLayout' will be initialized after field 'CachedNumMessages' Change 3166717 on 2016/10/18 by Nick.Darnell Automation - Removing references to old options that are no longer file paths, and are now StringAssetReferences these options were not being used by anyone as far as I can tell. #jira UE-37482 Change 3167279 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167356 on 2016/10/19 by Alexis.Matte Make sure the old asset are build correctly #jira UE-37461 Change 3167359 on 2016/10/19 by Alexis.Matte Fix re-import of mesh material assignment regression #jira UE-37479 [CL 3168049 by Matt Kuhlenschmidt in Main branch]
2016-10-19 15:01:48 -04:00
int32 NumAddedMessages = 0;
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902) ========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
for (const auto& CurrentMessage : InMessages)
{
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
if (!Filter->IsMessageAllowed(CurrentMessage))
{
continue;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3167359) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3152124 on 2016/10/05 by Jamie.Dale Fixed SOutputLog filter not handling OnTextCommitted Change 3152255 on 2016/10/05 by Michael.Dupuis #jira UE-28173 Support \" properly in FName Change 3152273 on 2016/10/05 by Nick.Darnell Core - The module manager is now thread safer, we had a critical section around the internal module list - but we were incrementing/decrementing shared pointers to module data shared pointers that were not thread safe outside of the critical section. Ran into a crash working on some heavily threaded code in automation. Change 3152314 on 2016/10/05 by Nick.Darnell Automation - Continued work to rough out the automation workflow for screenshot. Still lots of work remaining, but it appears the basic of approving images might be working as of this CL. Change 3152316 on 2016/10/05 by Michael.Dupuis #jira UE-30346 Update selection when in tree view mode Change 3152317 on 2016/10/05 by Nick.Darnell Automation - Adding some test shots to compare against to EngineTest for screenshot approval. Change 3152319 on 2016/10/05 by Michael.Dupuis #jira UE-29817 StringAssetReference will now only open an Asset picker (not actor picker) as the goal is to reference an asset Change 3152521 on 2016/10/05 by Nick.Darnell Automation - Fixing some issues with where it reads the screenshot compare rules. Change 3152536 on 2016/10/05 by Alexis.Matte Fix FBX automation test. - Make sure the fbx test can avoid automatic detection of the mesh type - Avoid to log the warning when the importer set the material usage after creating a material for skeletalmesh. Change 3152572 on 2016/10/05 by Nick.Darnell Automation - The GameProjectAutomationTests now do some pre-run house cleaning to make sure the project doesn't already exist, and tries to remove it if it was created previously but not deleted. Change 3152591 on 2016/10/05 by Nick.Darnell Automation - Changing the game project errors to be errors. Change 3153115 on 2016/10/06 by Jamie.Dale Removed superflous padding when SPropertyEditorAsset had no buttons Change 3153215 on 2016/10/06 by Michael.Dupuis Fixed build warning Change 3153248 on 2016/10/06 by Nick.Darnell Automation - Working on solving projects not being generated, suspect UBT isn't built or isn't available. Change 3153255 on 2016/10/06 by Nick.Darnell PR #2835: Fix TestEqual AddError Message in FAutomationTestBase (Contributed by dorgonman) #jira UE-36922 Change 3153300 on 2016/10/06 by Nick.Darnell Automation - Enabled verbose logging to automation build farm. Change 3153343 on 2016/10/06 by Matt.Kuhlenschmidt PR #2825: More project launcher progress improvements (Contributed by projectgheist) Change 3153506 on 2016/10/06 by Gareth.Martin Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled #jira UE-36933 Change 3153752 on 2016/10/06 by tim.gautier Add toggle button to UMG_Behavior. Set Level Blueprint for TM-UMG to AllWidget Change 3153763 on 2016/10/06 by Nick.Darnell Automation - Disable verbose logging. Change 3153778 on 2016/10/06 by Nick.Darnell PR #2837: Fixed engine compilation with defined LOG_SLATE_EVENTS (Contributed by Pierdek) #jira UE-36940 Change 3153943 on 2016/10/06 by Nick.Darnell Automation - Disabling some broken tests. Change 3154035 on 2016/10/06 by Nick.Darnell Automation - Fixing re-runs for tests that want them. Previously this wasn't working for any test that was run using the Reprostring method of being executed. Change 3154039 on 2016/10/06 by Nick.Darnell Automation - Updating some test assets in the EngineTest project. Change 3154476 on 2016/10/07 by Richard.TalbotWatkin Fix to regression where vertex color view in Mesh Paint Mode no longer worked correctly. We now allow selected static meshes to go down the dynamic path if VertexColors show mode is active. #jira UE-36772 - Selecting a channel in Vertex Paint mode does not show the channel color Change 3154650 on 2016/10/07 by Alexis.Matte Add new front axis facing X option to fbx importer Change 3154785 on 2016/10/07 by Nick.Darnell Automation - Continued work on automation, ripping out the message bus from the screenshot manager, that's causing the screenshot manager to recieve shots from every machine ever running tests. The Automation Controller is now in charge, and will tell the screenshot manager whatever it needs. Change 3155131 on 2016/10/07 by Michael.Dupuis #jira UE-36509 Do not disabled inverse filter when doing a sync to asset Change 3155141 on 2016/10/07 by Michael.Dupuis #jira UE-36056 Do not open the Actor Picker if we're working on an archetype object Change 3155262 on 2016/10/07 by Michael.Dupuis #jira UE-19737 reset ctrl key when resetting state to None Change 3156326 on 2016/10/09 by Matt.Kuhlenschmidt Fixed crash when asset picker is used without a property editor (usually a heavily customized property). Change 3156473 on 2016/10/10 by Richard.TalbotWatkin Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3156479 on 2016/10/10 by Richard.TalbotWatkin Fixed non-editor build. Change 3156579 on 2016/10/10 by Alexis.Matte Add a check to make sure curve pointer is valid. #jira UE-36177 Change 3156585 on 2016/10/10 by Ben.Marsh Fix line endings for screenshot settings. Change 3156617 on 2016/10/10 by Matt.Kuhlenschmidt Disable per-pixel blending of menus by default. Causes artifacts on windows versions and we are not using it. Change 3156674 on 2016/10/10 by Nick.Darnell Automation - Continued work on the automation workflow. Now screenshot functional test actors actually have the screenshot processed for differences during the test back on the test controller machine, and then waits for the results of the comparison to be performed. Change 3156709 on 2016/10/10 by Alexis.Matte #jira UE-16337 Make sure the base mesh import data transform is used when we import a LOD. Change 3156714 on 2016/10/10 by Nick.Darnell Automation - Fixing -game crash due to TestName being null in functional test. Change 3156721 on 2016/10/10 by Nick.Darnell Automation - FunctionalAITest now implements IsReady to check if the navigation mesh has finished being built. Change 3156748 on 2016/10/10 by Nick.Darnell Autopmation - Fixing a warning. Change 3156943 on 2016/10/10 by Alex.Delesky Fixed an issue where closing out the "Add Code" window with an active toast stating that an IDE was downloading would prevent the toast from clearing correctly. #jira none Change 3156946 on 2016/10/10 by Alex.Delesky #jira UE-36414 - Adding support for the P4Changelist command line argument to the P4 operations that were missing it. Change 3158215 on 2016/10/11 by Nick.Darnell Automation - Continued work on the screenshot comparison, fixed a crash, the system now reports if the screenshot was new, as well as similar, so that the script can react and warn when new screenshots are produced. Manually fired screenshots now properly wait until they've been compared before the test moves forward. Change 3158322 on 2016/10/11 by Michael.Dupuis #jira UE-36063 If the collection is not shown when trying to save one, force show them so the user understand what is going on Change 3158333 on 2016/10/11 by Alex.Delesky #jira UE-36829 - Rebuilt SVN 1.9.4 libs for Windows with CyrusSASL 2.1.26 and SWIG 3.0.10 support. Change 3158399 on 2016/10/11 by Nick.Darnell Automation - TTF Font log statements that were not warnings are no longer warnings. Change 3158406 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Change 3158419 on 2016/10/11 by Alex.Delesky #jira UE-36829 - SVN 1.9.4 libraries, but also with Java 8u101 support. Change 3158537 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Adding some missing files. Change 3158726 on 2016/10/11 by Michael.Dupuis #jira UE-37001 Perform manual migration of UICurve to proper config category Change 3158728 on 2016/10/11 by Nick.Darnell Automation - Fixing some warnings. Adding more testing to the Domino map to serve as a better example. Change 3158753 on 2016/10/11 by Michael.Dupuis #jira UE-26261 change it's by its Change 3158984 on 2016/10/11 by Alexis.Matte Fix D&D folder import in content browser. We have to expand the root directory to have the correct path. #jira UE-32155 Change 3159640 on 2016/10/12 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira UE-37119 Change 3159741 on 2016/10/12 by Nick.Darnell Slate - Fixing the SGraphPanel's mouse offset calculations so that it works with HDPI mode. Change 3159762 on 2016/10/12 by Nick.Darnell Automation - Adding a way to take a screenshot with the UI, not great yet - it doesn't really obey the rules of resolution, because of the method it uses. Change 3160210 on 2016/10/12 by Gareth.Martin Fixed crash when changing Landscape LOD while using "Grass use Landscape Lightmap" Change 3160216 on 2016/10/12 by Gareth.Martin Removed unused FLandscapeComponentSceneProxy::LayerNames and made LayerColors editor-only Fixed negative LODBias on landscape components to actually do anything Change 3160239 on 2016/10/12 by Gareth.Martin Removed an unused variable Change 3160455 on 2016/10/12 by Jamie.Dale Fixed FText properties exported to asset tags displaying in their NSLOCTEXT form in the asset tooltips Change 3160457 on 2016/10/12 by Jamie.Dale Localization automation now groups everything into a single CL and reverts PO files without significant changes Change 3160554 on 2016/10/12 by Nick.Darnell UMG - Fixing some panning logic to work with HDPI mode in the designer. Change 3161712 on 2016/10/13 by Jamie.Dale Fixed TSharedMapView using hard-coded types Change 3163044 on 2016/10/14 by Jamie.Dale Fixed line-break iterators incorrectly breaking words in CJK Change 3163046 on 2016/10/14 by Jamie.Dale Text layout no longer creates break candidates when wrapping is disabled Change 3163217 on 2016/10/14 by Jamie.Dale Fixed ensure caused by FMediaTextureResource::GetResourceSizeEx Change 3163641 on 2016/10/14 by Alex.Delesky #jira UE-36829 - Updated Mac SVN libraries, along with a more accurate changelog for Windows SVN libs Change 3164428 on 2016/10/17 by Nick.Darnell Slate - Making the FReply for SetMousePos easier to debug, since that option is potentially very frustrating to debug when someone is changing it. Change 3164833 on 2016/10/17 by Jamie.Dale Fixed ParseNumber consuming strings with multiple sequential dots as valid numbers, eg) "10..." Change 3164868 on 2016/10/17 by Alexis.Matte Remove re-import material and LOD import material #jira UE-36640 Change 3164874 on 2016/10/17 by Alexis.Matte Fix fbx scene re-import of staticmesh loosing there materials #jira UE-37032 Change 3165080 on 2016/10/17 by Alexis.Matte Remove skinxx workflow for static mesh #jira UE-37262 Change 3165232 on 2016/10/17 by Nick.Darnell Automation - Adding some sub-level testing. Change 3165822 on 2016/10/18 by Nick.Darnell Slate - Add a counter to track how much time we spend drawing custom verts each frame. Change 3165934 on 2016/10/18 by Nick.Darnell Slate - Addding cycle counters to SInvalidationPanel's Tick and Paint. Change 3165947 on 2016/10/18 by Nick.Darnell Slate - Addding very verbose slate stats behind a compiler flag to avoid the large overhead of these stats. To enable them you'll need to set WITH_VERY_VERBOSE_SLATE_STATS to 1, added a guide on debugging slate performance to the SlateGlobals.h // HOW TO GET AN IN-DEPTH PERFORMANCE ANALYSIS OF SLATE // // Step 1) // Set WITH_VERY_VERBOSE_SLATE_STATS to 1. // // Step 2) // When running the game (outside of the editor), run these commandline options // in order and you'll get a large dump of where all the time is going in Slate. // // stat group enable slateverbose // stat group enable slateveryverbose // stat dumpave -root=stat_slate -num=120 -ms=0 Change 3165962 on 2016/10/18 by Nick.Darnell UMG - Play first frame of sequence in UMG immediately when told to play an animation. Change 3165981 on 2016/10/18 by Nick.Darnell Core - GetDisplayNameText now stores the FName for DisplayName in a static instead of using TEXT("DisplayName"). Change 3166000 on 2016/10/18 by Jamie.Dale Removed bulk-data from fonts The main complaints about composite fonts have always been: 1) They use too much memory at runtime. 2) They bloat if you use the same font face twice. 3) They often break when used outside the game thread. This change aims to address all of these issues by removing bulk-data from fonts (which was the cause of the memory bloat and threading issues), and introduces UFontFace assets (which allow you to re-use the same font face in different entries within a composite font). No existing font data is lost during this transition, however you must manually update your UFont assets to reference external UFontFace assets before you're able to edit the existing data (which is automatically upgraded to UFontFace assets *within* the UFont package). This upgrade can be done via the composite font editor. During cook these UFontFace assets write out the actual TTF/OTF font data as a .ufont file, which is what FreeType actually loads at runtime (the internals of the Slate font cache are now completely independent of UObjects and their lifetimes and loading concerns). Since we're now always loading files from disk, we can also give the user an option of whether to "pre-load" (which will load the entire font into memory, like bulk-data always used to), or "stream" the font from disk (which has minimal memory overhead, but needs decent I/O performance). Change 3166001 on 2016/10/18 by Jamie.Dale Updated the Launcher to no longer use bulk-data for fonts Change 3166003 on 2016/10/18 by Jamie.Dale Updated the Engine fonts to use UFontFace assets Change 3166028 on 2016/10/18 by Alex.Delesky #jira UE-37021 - The scrollbar will now remain at the bottom of the output log after specifying a filter. Change 3166071 on 2016/10/18 by Nick.Darnell Slate - Fixing a warning about hiding an inherited member. Change 3166213 on 2016/10/18 by Jamie.Dale Fixing crash caused by accessing a zeroed FText Change 3166222 on 2016/10/18 by Nick.Darnell Automation - Adding some code to end the sub level test when it starts. Change 3166231 on 2016/10/18 by Nick.Darnell Editor - Fixing the build warning, SOutputLog.cpp:748:4: warning: field 'TextLayout' will be initialized after field 'CachedNumMessages' Change 3166717 on 2016/10/18 by Nick.Darnell Automation - Removing references to old options that are no longer file paths, and are now StringAssetReferences these options were not being used by anyone as far as I can tell. #jira UE-37482 Change 3167279 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167356 on 2016/10/19 by Alexis.Matte Make sure the old asset are build correctly #jira UE-37461 Change 3167359 on 2016/10/19 by Alexis.Matte Fix re-import of mesh material assignment regression #jira UE-37479 [CL 3168049 by Matt Kuhlenschmidt in Main branch]
2016-10-19 15:01:48 -04:00
++NumAddedMessages;
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902) ========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
const FTextBlockStyle& MessageTextStyle = FEditorStyle::Get().GetWidgetStyle<FTextBlockStyle>(CurrentMessage->Style);
TSharedRef<FString> LineText = CurrentMessage->Message;
TArray<TSharedRef<IRun>> Runs;
Runs.Add(FSlateTextRun::Create(FRunInfo(), LineText, MessageTextStyle));
LinesToAdd.Emplace(MoveTemp(LineText), MoveTemp(Runs));
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3167359) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3152124 on 2016/10/05 by Jamie.Dale Fixed SOutputLog filter not handling OnTextCommitted Change 3152255 on 2016/10/05 by Michael.Dupuis #jira UE-28173 Support \" properly in FName Change 3152273 on 2016/10/05 by Nick.Darnell Core - The module manager is now thread safer, we had a critical section around the internal module list - but we were incrementing/decrementing shared pointers to module data shared pointers that were not thread safe outside of the critical section. Ran into a crash working on some heavily threaded code in automation. Change 3152314 on 2016/10/05 by Nick.Darnell Automation - Continued work to rough out the automation workflow for screenshot. Still lots of work remaining, but it appears the basic of approving images might be working as of this CL. Change 3152316 on 2016/10/05 by Michael.Dupuis #jira UE-30346 Update selection when in tree view mode Change 3152317 on 2016/10/05 by Nick.Darnell Automation - Adding some test shots to compare against to EngineTest for screenshot approval. Change 3152319 on 2016/10/05 by Michael.Dupuis #jira UE-29817 StringAssetReference will now only open an Asset picker (not actor picker) as the goal is to reference an asset Change 3152521 on 2016/10/05 by Nick.Darnell Automation - Fixing some issues with where it reads the screenshot compare rules. Change 3152536 on 2016/10/05 by Alexis.Matte Fix FBX automation test. - Make sure the fbx test can avoid automatic detection of the mesh type - Avoid to log the warning when the importer set the material usage after creating a material for skeletalmesh. Change 3152572 on 2016/10/05 by Nick.Darnell Automation - The GameProjectAutomationTests now do some pre-run house cleaning to make sure the project doesn't already exist, and tries to remove it if it was created previously but not deleted. Change 3152591 on 2016/10/05 by Nick.Darnell Automation - Changing the game project errors to be errors. Change 3153115 on 2016/10/06 by Jamie.Dale Removed superflous padding when SPropertyEditorAsset had no buttons Change 3153215 on 2016/10/06 by Michael.Dupuis Fixed build warning Change 3153248 on 2016/10/06 by Nick.Darnell Automation - Working on solving projects not being generated, suspect UBT isn't built or isn't available. Change 3153255 on 2016/10/06 by Nick.Darnell PR #2835: Fix TestEqual AddError Message in FAutomationTestBase (Contributed by dorgonman) #jira UE-36922 Change 3153300 on 2016/10/06 by Nick.Darnell Automation - Enabled verbose logging to automation build farm. Change 3153343 on 2016/10/06 by Matt.Kuhlenschmidt PR #2825: More project launcher progress improvements (Contributed by projectgheist) Change 3153506 on 2016/10/06 by Gareth.Martin Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled #jira UE-36933 Change 3153752 on 2016/10/06 by tim.gautier Add toggle button to UMG_Behavior. Set Level Blueprint for TM-UMG to AllWidget Change 3153763 on 2016/10/06 by Nick.Darnell Automation - Disable verbose logging. Change 3153778 on 2016/10/06 by Nick.Darnell PR #2837: Fixed engine compilation with defined LOG_SLATE_EVENTS (Contributed by Pierdek) #jira UE-36940 Change 3153943 on 2016/10/06 by Nick.Darnell Automation - Disabling some broken tests. Change 3154035 on 2016/10/06 by Nick.Darnell Automation - Fixing re-runs for tests that want them. Previously this wasn't working for any test that was run using the Reprostring method of being executed. Change 3154039 on 2016/10/06 by Nick.Darnell Automation - Updating some test assets in the EngineTest project. Change 3154476 on 2016/10/07 by Richard.TalbotWatkin Fix to regression where vertex color view in Mesh Paint Mode no longer worked correctly. We now allow selected static meshes to go down the dynamic path if VertexColors show mode is active. #jira UE-36772 - Selecting a channel in Vertex Paint mode does not show the channel color Change 3154650 on 2016/10/07 by Alexis.Matte Add new front axis facing X option to fbx importer Change 3154785 on 2016/10/07 by Nick.Darnell Automation - Continued work on automation, ripping out the message bus from the screenshot manager, that's causing the screenshot manager to recieve shots from every machine ever running tests. The Automation Controller is now in charge, and will tell the screenshot manager whatever it needs. Change 3155131 on 2016/10/07 by Michael.Dupuis #jira UE-36509 Do not disabled inverse filter when doing a sync to asset Change 3155141 on 2016/10/07 by Michael.Dupuis #jira UE-36056 Do not open the Actor Picker if we're working on an archetype object Change 3155262 on 2016/10/07 by Michael.Dupuis #jira UE-19737 reset ctrl key when resetting state to None Change 3156326 on 2016/10/09 by Matt.Kuhlenschmidt Fixed crash when asset picker is used without a property editor (usually a heavily customized property). Change 3156473 on 2016/10/10 by Richard.TalbotWatkin Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3156479 on 2016/10/10 by Richard.TalbotWatkin Fixed non-editor build. Change 3156579 on 2016/10/10 by Alexis.Matte Add a check to make sure curve pointer is valid. #jira UE-36177 Change 3156585 on 2016/10/10 by Ben.Marsh Fix line endings for screenshot settings. Change 3156617 on 2016/10/10 by Matt.Kuhlenschmidt Disable per-pixel blending of menus by default. Causes artifacts on windows versions and we are not using it. Change 3156674 on 2016/10/10 by Nick.Darnell Automation - Continued work on the automation workflow. Now screenshot functional test actors actually have the screenshot processed for differences during the test back on the test controller machine, and then waits for the results of the comparison to be performed. Change 3156709 on 2016/10/10 by Alexis.Matte #jira UE-16337 Make sure the base mesh import data transform is used when we import a LOD. Change 3156714 on 2016/10/10 by Nick.Darnell Automation - Fixing -game crash due to TestName being null in functional test. Change 3156721 on 2016/10/10 by Nick.Darnell Automation - FunctionalAITest now implements IsReady to check if the navigation mesh has finished being built. Change 3156748 on 2016/10/10 by Nick.Darnell Autopmation - Fixing a warning. Change 3156943 on 2016/10/10 by Alex.Delesky Fixed an issue where closing out the "Add Code" window with an active toast stating that an IDE was downloading would prevent the toast from clearing correctly. #jira none Change 3156946 on 2016/10/10 by Alex.Delesky #jira UE-36414 - Adding support for the P4Changelist command line argument to the P4 operations that were missing it. Change 3158215 on 2016/10/11 by Nick.Darnell Automation - Continued work on the screenshot comparison, fixed a crash, the system now reports if the screenshot was new, as well as similar, so that the script can react and warn when new screenshots are produced. Manually fired screenshots now properly wait until they've been compared before the test moves forward. Change 3158322 on 2016/10/11 by Michael.Dupuis #jira UE-36063 If the collection is not shown when trying to save one, force show them so the user understand what is going on Change 3158333 on 2016/10/11 by Alex.Delesky #jira UE-36829 - Rebuilt SVN 1.9.4 libs for Windows with CyrusSASL 2.1.26 and SWIG 3.0.10 support. Change 3158399 on 2016/10/11 by Nick.Darnell Automation - TTF Font log statements that were not warnings are no longer warnings. Change 3158406 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Change 3158419 on 2016/10/11 by Alex.Delesky #jira UE-36829 - SVN 1.9.4 libraries, but also with Java 8u101 support. Change 3158537 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Adding some missing files. Change 3158726 on 2016/10/11 by Michael.Dupuis #jira UE-37001 Perform manual migration of UICurve to proper config category Change 3158728 on 2016/10/11 by Nick.Darnell Automation - Fixing some warnings. Adding more testing to the Domino map to serve as a better example. Change 3158753 on 2016/10/11 by Michael.Dupuis #jira UE-26261 change it's by its Change 3158984 on 2016/10/11 by Alexis.Matte Fix D&D folder import in content browser. We have to expand the root directory to have the correct path. #jira UE-32155 Change 3159640 on 2016/10/12 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira UE-37119 Change 3159741 on 2016/10/12 by Nick.Darnell Slate - Fixing the SGraphPanel's mouse offset calculations so that it works with HDPI mode. Change 3159762 on 2016/10/12 by Nick.Darnell Automation - Adding a way to take a screenshot with the UI, not great yet - it doesn't really obey the rules of resolution, because of the method it uses. Change 3160210 on 2016/10/12 by Gareth.Martin Fixed crash when changing Landscape LOD while using "Grass use Landscape Lightmap" Change 3160216 on 2016/10/12 by Gareth.Martin Removed unused FLandscapeComponentSceneProxy::LayerNames and made LayerColors editor-only Fixed negative LODBias on landscape components to actually do anything Change 3160239 on 2016/10/12 by Gareth.Martin Removed an unused variable Change 3160455 on 2016/10/12 by Jamie.Dale Fixed FText properties exported to asset tags displaying in their NSLOCTEXT form in the asset tooltips Change 3160457 on 2016/10/12 by Jamie.Dale Localization automation now groups everything into a single CL and reverts PO files without significant changes Change 3160554 on 2016/10/12 by Nick.Darnell UMG - Fixing some panning logic to work with HDPI mode in the designer. Change 3161712 on 2016/10/13 by Jamie.Dale Fixed TSharedMapView using hard-coded types Change 3163044 on 2016/10/14 by Jamie.Dale Fixed line-break iterators incorrectly breaking words in CJK Change 3163046 on 2016/10/14 by Jamie.Dale Text layout no longer creates break candidates when wrapping is disabled Change 3163217 on 2016/10/14 by Jamie.Dale Fixed ensure caused by FMediaTextureResource::GetResourceSizeEx Change 3163641 on 2016/10/14 by Alex.Delesky #jira UE-36829 - Updated Mac SVN libraries, along with a more accurate changelog for Windows SVN libs Change 3164428 on 2016/10/17 by Nick.Darnell Slate - Making the FReply for SetMousePos easier to debug, since that option is potentially very frustrating to debug when someone is changing it. Change 3164833 on 2016/10/17 by Jamie.Dale Fixed ParseNumber consuming strings with multiple sequential dots as valid numbers, eg) "10..." Change 3164868 on 2016/10/17 by Alexis.Matte Remove re-import material and LOD import material #jira UE-36640 Change 3164874 on 2016/10/17 by Alexis.Matte Fix fbx scene re-import of staticmesh loosing there materials #jira UE-37032 Change 3165080 on 2016/10/17 by Alexis.Matte Remove skinxx workflow for static mesh #jira UE-37262 Change 3165232 on 2016/10/17 by Nick.Darnell Automation - Adding some sub-level testing. Change 3165822 on 2016/10/18 by Nick.Darnell Slate - Add a counter to track how much time we spend drawing custom verts each frame. Change 3165934 on 2016/10/18 by Nick.Darnell Slate - Addding cycle counters to SInvalidationPanel's Tick and Paint. Change 3165947 on 2016/10/18 by Nick.Darnell Slate - Addding very verbose slate stats behind a compiler flag to avoid the large overhead of these stats. To enable them you'll need to set WITH_VERY_VERBOSE_SLATE_STATS to 1, added a guide on debugging slate performance to the SlateGlobals.h // HOW TO GET AN IN-DEPTH PERFORMANCE ANALYSIS OF SLATE // // Step 1) // Set WITH_VERY_VERBOSE_SLATE_STATS to 1. // // Step 2) // When running the game (outside of the editor), run these commandline options // in order and you'll get a large dump of where all the time is going in Slate. // // stat group enable slateverbose // stat group enable slateveryverbose // stat dumpave -root=stat_slate -num=120 -ms=0 Change 3165962 on 2016/10/18 by Nick.Darnell UMG - Play first frame of sequence in UMG immediately when told to play an animation. Change 3165981 on 2016/10/18 by Nick.Darnell Core - GetDisplayNameText now stores the FName for DisplayName in a static instead of using TEXT("DisplayName"). Change 3166000 on 2016/10/18 by Jamie.Dale Removed bulk-data from fonts The main complaints about composite fonts have always been: 1) They use too much memory at runtime. 2) They bloat if you use the same font face twice. 3) They often break when used outside the game thread. This change aims to address all of these issues by removing bulk-data from fonts (which was the cause of the memory bloat and threading issues), and introduces UFontFace assets (which allow you to re-use the same font face in different entries within a composite font). No existing font data is lost during this transition, however you must manually update your UFont assets to reference external UFontFace assets before you're able to edit the existing data (which is automatically upgraded to UFontFace assets *within* the UFont package). This upgrade can be done via the composite font editor. During cook these UFontFace assets write out the actual TTF/OTF font data as a .ufont file, which is what FreeType actually loads at runtime (the internals of the Slate font cache are now completely independent of UObjects and their lifetimes and loading concerns). Since we're now always loading files from disk, we can also give the user an option of whether to "pre-load" (which will load the entire font into memory, like bulk-data always used to), or "stream" the font from disk (which has minimal memory overhead, but needs decent I/O performance). Change 3166001 on 2016/10/18 by Jamie.Dale Updated the Launcher to no longer use bulk-data for fonts Change 3166003 on 2016/10/18 by Jamie.Dale Updated the Engine fonts to use UFontFace assets Change 3166028 on 2016/10/18 by Alex.Delesky #jira UE-37021 - The scrollbar will now remain at the bottom of the output log after specifying a filter. Change 3166071 on 2016/10/18 by Nick.Darnell Slate - Fixing a warning about hiding an inherited member. Change 3166213 on 2016/10/18 by Jamie.Dale Fixing crash caused by accessing a zeroed FText Change 3166222 on 2016/10/18 by Nick.Darnell Automation - Adding some code to end the sub level test when it starts. Change 3166231 on 2016/10/18 by Nick.Darnell Editor - Fixing the build warning, SOutputLog.cpp:748:4: warning: field 'TextLayout' will be initialized after field 'CachedNumMessages' Change 3166717 on 2016/10/18 by Nick.Darnell Automation - Removing references to old options that are no longer file paths, and are now StringAssetReferences these options were not being used by anyone as far as I can tell. #jira UE-37482 Change 3167279 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167356 on 2016/10/19 by Alexis.Matte Make sure the old asset are build correctly #jira UE-37461 Change 3167359 on 2016/10/19 by Alexis.Matte Fix re-import of mesh material assignment regression #jira UE-37479 [CL 3168049 by Matt Kuhlenschmidt in Main branch]
2016-10-19 15:01:48 -04:00
// Increment the cached message count if the log is not being rebuilt
if ( !IsDirty() )
{
CachedNumMessages += NumAddedMessages;
}
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902) ========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
TextLayout->AddLines(LinesToAdd);
}
void FOutputLogTextLayoutMarshaller::ClearMessages()
{
Messages.Empty();
MakeDirty();
}
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
void FOutputLogTextLayoutMarshaller::CountMessages()
{
// Do not re-count if not dirty
if (!bNumMessagesCacheDirty)
{
return;
}
CachedNumMessages = 0;
for (const auto& CurrentMessage : Messages)
{
if (Filter->IsMessageAllowed(CurrentMessage))
{
CachedNumMessages++;
}
}
// Cache re-built, remove dirty flag
bNumMessagesCacheDirty = false;
}
int32 FOutputLogTextLayoutMarshaller::GetNumMessages() const
{
return Messages.Num();
}
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
int32 FOutputLogTextLayoutMarshaller::GetNumFilteredMessages()
{
// No need to filter the messages if the filter is not set
if (!Filter->IsFilterSet())
{
return GetNumMessages();
}
// Re-count messages if filter changed before we refresh
if (bNumMessagesCacheDirty)
{
CountMessages();
}
return CachedNumMessages;
}
void FOutputLogTextLayoutMarshaller::MarkMessagesCacheAsDirty()
{
bNumMessagesCacheDirty = true;
}
FOutputLogTextLayoutMarshaller::FOutputLogTextLayoutMarshaller(TArray< TSharedPtr<FLogMessage> > InMessages, FLogFilter* InFilter)
: Messages(MoveTemp(InMessages))
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3167359) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3152124 on 2016/10/05 by Jamie.Dale Fixed SOutputLog filter not handling OnTextCommitted Change 3152255 on 2016/10/05 by Michael.Dupuis #jira UE-28173 Support \" properly in FName Change 3152273 on 2016/10/05 by Nick.Darnell Core - The module manager is now thread safer, we had a critical section around the internal module list - but we were incrementing/decrementing shared pointers to module data shared pointers that were not thread safe outside of the critical section. Ran into a crash working on some heavily threaded code in automation. Change 3152314 on 2016/10/05 by Nick.Darnell Automation - Continued work to rough out the automation workflow for screenshot. Still lots of work remaining, but it appears the basic of approving images might be working as of this CL. Change 3152316 on 2016/10/05 by Michael.Dupuis #jira UE-30346 Update selection when in tree view mode Change 3152317 on 2016/10/05 by Nick.Darnell Automation - Adding some test shots to compare against to EngineTest for screenshot approval. Change 3152319 on 2016/10/05 by Michael.Dupuis #jira UE-29817 StringAssetReference will now only open an Asset picker (not actor picker) as the goal is to reference an asset Change 3152521 on 2016/10/05 by Nick.Darnell Automation - Fixing some issues with where it reads the screenshot compare rules. Change 3152536 on 2016/10/05 by Alexis.Matte Fix FBX automation test. - Make sure the fbx test can avoid automatic detection of the mesh type - Avoid to log the warning when the importer set the material usage after creating a material for skeletalmesh. Change 3152572 on 2016/10/05 by Nick.Darnell Automation - The GameProjectAutomationTests now do some pre-run house cleaning to make sure the project doesn't already exist, and tries to remove it if it was created previously but not deleted. Change 3152591 on 2016/10/05 by Nick.Darnell Automation - Changing the game project errors to be errors. Change 3153115 on 2016/10/06 by Jamie.Dale Removed superflous padding when SPropertyEditorAsset had no buttons Change 3153215 on 2016/10/06 by Michael.Dupuis Fixed build warning Change 3153248 on 2016/10/06 by Nick.Darnell Automation - Working on solving projects not being generated, suspect UBT isn't built or isn't available. Change 3153255 on 2016/10/06 by Nick.Darnell PR #2835: Fix TestEqual AddError Message in FAutomationTestBase (Contributed by dorgonman) #jira UE-36922 Change 3153300 on 2016/10/06 by Nick.Darnell Automation - Enabled verbose logging to automation build farm. Change 3153343 on 2016/10/06 by Matt.Kuhlenschmidt PR #2825: More project launcher progress improvements (Contributed by projectgheist) Change 3153506 on 2016/10/06 by Gareth.Martin Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled #jira UE-36933 Change 3153752 on 2016/10/06 by tim.gautier Add toggle button to UMG_Behavior. Set Level Blueprint for TM-UMG to AllWidget Change 3153763 on 2016/10/06 by Nick.Darnell Automation - Disable verbose logging. Change 3153778 on 2016/10/06 by Nick.Darnell PR #2837: Fixed engine compilation with defined LOG_SLATE_EVENTS (Contributed by Pierdek) #jira UE-36940 Change 3153943 on 2016/10/06 by Nick.Darnell Automation - Disabling some broken tests. Change 3154035 on 2016/10/06 by Nick.Darnell Automation - Fixing re-runs for tests that want them. Previously this wasn't working for any test that was run using the Reprostring method of being executed. Change 3154039 on 2016/10/06 by Nick.Darnell Automation - Updating some test assets in the EngineTest project. Change 3154476 on 2016/10/07 by Richard.TalbotWatkin Fix to regression where vertex color view in Mesh Paint Mode no longer worked correctly. We now allow selected static meshes to go down the dynamic path if VertexColors show mode is active. #jira UE-36772 - Selecting a channel in Vertex Paint mode does not show the channel color Change 3154650 on 2016/10/07 by Alexis.Matte Add new front axis facing X option to fbx importer Change 3154785 on 2016/10/07 by Nick.Darnell Automation - Continued work on automation, ripping out the message bus from the screenshot manager, that's causing the screenshot manager to recieve shots from every machine ever running tests. The Automation Controller is now in charge, and will tell the screenshot manager whatever it needs. Change 3155131 on 2016/10/07 by Michael.Dupuis #jira UE-36509 Do not disabled inverse filter when doing a sync to asset Change 3155141 on 2016/10/07 by Michael.Dupuis #jira UE-36056 Do not open the Actor Picker if we're working on an archetype object Change 3155262 on 2016/10/07 by Michael.Dupuis #jira UE-19737 reset ctrl key when resetting state to None Change 3156326 on 2016/10/09 by Matt.Kuhlenschmidt Fixed crash when asset picker is used without a property editor (usually a heavily customized property). Change 3156473 on 2016/10/10 by Richard.TalbotWatkin Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3156479 on 2016/10/10 by Richard.TalbotWatkin Fixed non-editor build. Change 3156579 on 2016/10/10 by Alexis.Matte Add a check to make sure curve pointer is valid. #jira UE-36177 Change 3156585 on 2016/10/10 by Ben.Marsh Fix line endings for screenshot settings. Change 3156617 on 2016/10/10 by Matt.Kuhlenschmidt Disable per-pixel blending of menus by default. Causes artifacts on windows versions and we are not using it. Change 3156674 on 2016/10/10 by Nick.Darnell Automation - Continued work on the automation workflow. Now screenshot functional test actors actually have the screenshot processed for differences during the test back on the test controller machine, and then waits for the results of the comparison to be performed. Change 3156709 on 2016/10/10 by Alexis.Matte #jira UE-16337 Make sure the base mesh import data transform is used when we import a LOD. Change 3156714 on 2016/10/10 by Nick.Darnell Automation - Fixing -game crash due to TestName being null in functional test. Change 3156721 on 2016/10/10 by Nick.Darnell Automation - FunctionalAITest now implements IsReady to check if the navigation mesh has finished being built. Change 3156748 on 2016/10/10 by Nick.Darnell Autopmation - Fixing a warning. Change 3156943 on 2016/10/10 by Alex.Delesky Fixed an issue where closing out the "Add Code" window with an active toast stating that an IDE was downloading would prevent the toast from clearing correctly. #jira none Change 3156946 on 2016/10/10 by Alex.Delesky #jira UE-36414 - Adding support for the P4Changelist command line argument to the P4 operations that were missing it. Change 3158215 on 2016/10/11 by Nick.Darnell Automation - Continued work on the screenshot comparison, fixed a crash, the system now reports if the screenshot was new, as well as similar, so that the script can react and warn when new screenshots are produced. Manually fired screenshots now properly wait until they've been compared before the test moves forward. Change 3158322 on 2016/10/11 by Michael.Dupuis #jira UE-36063 If the collection is not shown when trying to save one, force show them so the user understand what is going on Change 3158333 on 2016/10/11 by Alex.Delesky #jira UE-36829 - Rebuilt SVN 1.9.4 libs for Windows with CyrusSASL 2.1.26 and SWIG 3.0.10 support. Change 3158399 on 2016/10/11 by Nick.Darnell Automation - TTF Font log statements that were not warnings are no longer warnings. Change 3158406 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Change 3158419 on 2016/10/11 by Alex.Delesky #jira UE-36829 - SVN 1.9.4 libraries, but also with Java 8u101 support. Change 3158537 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Adding some missing files. Change 3158726 on 2016/10/11 by Michael.Dupuis #jira UE-37001 Perform manual migration of UICurve to proper config category Change 3158728 on 2016/10/11 by Nick.Darnell Automation - Fixing some warnings. Adding more testing to the Domino map to serve as a better example. Change 3158753 on 2016/10/11 by Michael.Dupuis #jira UE-26261 change it's by its Change 3158984 on 2016/10/11 by Alexis.Matte Fix D&D folder import in content browser. We have to expand the root directory to have the correct path. #jira UE-32155 Change 3159640 on 2016/10/12 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira UE-37119 Change 3159741 on 2016/10/12 by Nick.Darnell Slate - Fixing the SGraphPanel's mouse offset calculations so that it works with HDPI mode. Change 3159762 on 2016/10/12 by Nick.Darnell Automation - Adding a way to take a screenshot with the UI, not great yet - it doesn't really obey the rules of resolution, because of the method it uses. Change 3160210 on 2016/10/12 by Gareth.Martin Fixed crash when changing Landscape LOD while using "Grass use Landscape Lightmap" Change 3160216 on 2016/10/12 by Gareth.Martin Removed unused FLandscapeComponentSceneProxy::LayerNames and made LayerColors editor-only Fixed negative LODBias on landscape components to actually do anything Change 3160239 on 2016/10/12 by Gareth.Martin Removed an unused variable Change 3160455 on 2016/10/12 by Jamie.Dale Fixed FText properties exported to asset tags displaying in their NSLOCTEXT form in the asset tooltips Change 3160457 on 2016/10/12 by Jamie.Dale Localization automation now groups everything into a single CL and reverts PO files without significant changes Change 3160554 on 2016/10/12 by Nick.Darnell UMG - Fixing some panning logic to work with HDPI mode in the designer. Change 3161712 on 2016/10/13 by Jamie.Dale Fixed TSharedMapView using hard-coded types Change 3163044 on 2016/10/14 by Jamie.Dale Fixed line-break iterators incorrectly breaking words in CJK Change 3163046 on 2016/10/14 by Jamie.Dale Text layout no longer creates break candidates when wrapping is disabled Change 3163217 on 2016/10/14 by Jamie.Dale Fixed ensure caused by FMediaTextureResource::GetResourceSizeEx Change 3163641 on 2016/10/14 by Alex.Delesky #jira UE-36829 - Updated Mac SVN libraries, along with a more accurate changelog for Windows SVN libs Change 3164428 on 2016/10/17 by Nick.Darnell Slate - Making the FReply for SetMousePos easier to debug, since that option is potentially very frustrating to debug when someone is changing it. Change 3164833 on 2016/10/17 by Jamie.Dale Fixed ParseNumber consuming strings with multiple sequential dots as valid numbers, eg) "10..." Change 3164868 on 2016/10/17 by Alexis.Matte Remove re-import material and LOD import material #jira UE-36640 Change 3164874 on 2016/10/17 by Alexis.Matte Fix fbx scene re-import of staticmesh loosing there materials #jira UE-37032 Change 3165080 on 2016/10/17 by Alexis.Matte Remove skinxx workflow for static mesh #jira UE-37262 Change 3165232 on 2016/10/17 by Nick.Darnell Automation - Adding some sub-level testing. Change 3165822 on 2016/10/18 by Nick.Darnell Slate - Add a counter to track how much time we spend drawing custom verts each frame. Change 3165934 on 2016/10/18 by Nick.Darnell Slate - Addding cycle counters to SInvalidationPanel's Tick and Paint. Change 3165947 on 2016/10/18 by Nick.Darnell Slate - Addding very verbose slate stats behind a compiler flag to avoid the large overhead of these stats. To enable them you'll need to set WITH_VERY_VERBOSE_SLATE_STATS to 1, added a guide on debugging slate performance to the SlateGlobals.h // HOW TO GET AN IN-DEPTH PERFORMANCE ANALYSIS OF SLATE // // Step 1) // Set WITH_VERY_VERBOSE_SLATE_STATS to 1. // // Step 2) // When running the game (outside of the editor), run these commandline options // in order and you'll get a large dump of where all the time is going in Slate. // // stat group enable slateverbose // stat group enable slateveryverbose // stat dumpave -root=stat_slate -num=120 -ms=0 Change 3165962 on 2016/10/18 by Nick.Darnell UMG - Play first frame of sequence in UMG immediately when told to play an animation. Change 3165981 on 2016/10/18 by Nick.Darnell Core - GetDisplayNameText now stores the FName for DisplayName in a static instead of using TEXT("DisplayName"). Change 3166000 on 2016/10/18 by Jamie.Dale Removed bulk-data from fonts The main complaints about composite fonts have always been: 1) They use too much memory at runtime. 2) They bloat if you use the same font face twice. 3) They often break when used outside the game thread. This change aims to address all of these issues by removing bulk-data from fonts (which was the cause of the memory bloat and threading issues), and introduces UFontFace assets (which allow you to re-use the same font face in different entries within a composite font). No existing font data is lost during this transition, however you must manually update your UFont assets to reference external UFontFace assets before you're able to edit the existing data (which is automatically upgraded to UFontFace assets *within* the UFont package). This upgrade can be done via the composite font editor. During cook these UFontFace assets write out the actual TTF/OTF font data as a .ufont file, which is what FreeType actually loads at runtime (the internals of the Slate font cache are now completely independent of UObjects and their lifetimes and loading concerns). Since we're now always loading files from disk, we can also give the user an option of whether to "pre-load" (which will load the entire font into memory, like bulk-data always used to), or "stream" the font from disk (which has minimal memory overhead, but needs decent I/O performance). Change 3166001 on 2016/10/18 by Jamie.Dale Updated the Launcher to no longer use bulk-data for fonts Change 3166003 on 2016/10/18 by Jamie.Dale Updated the Engine fonts to use UFontFace assets Change 3166028 on 2016/10/18 by Alex.Delesky #jira UE-37021 - The scrollbar will now remain at the bottom of the output log after specifying a filter. Change 3166071 on 2016/10/18 by Nick.Darnell Slate - Fixing a warning about hiding an inherited member. Change 3166213 on 2016/10/18 by Jamie.Dale Fixing crash caused by accessing a zeroed FText Change 3166222 on 2016/10/18 by Nick.Darnell Automation - Adding some code to end the sub level test when it starts. Change 3166231 on 2016/10/18 by Nick.Darnell Editor - Fixing the build warning, SOutputLog.cpp:748:4: warning: field 'TextLayout' will be initialized after field 'CachedNumMessages' Change 3166717 on 2016/10/18 by Nick.Darnell Automation - Removing references to old options that are no longer file paths, and are now StringAssetReferences these options were not being used by anyone as far as I can tell. #jira UE-37482 Change 3167279 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167356 on 2016/10/19 by Alexis.Matte Make sure the old asset are build correctly #jira UE-37461 Change 3167359 on 2016/10/19 by Alexis.Matte Fix re-import of mesh material assignment regression #jira UE-37479 [CL 3168049 by Matt Kuhlenschmidt in Main branch]
2016-10-19 15:01:48 -04:00
, CachedNumMessages(0)
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
, Filter(InFilter)
, TextLayout(nullptr)
{
}
BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
void SOutputLog::Construct( const FArguments& InArgs )
{
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
MessagesTextMarshaller = FOutputLogTextLayoutMarshaller::Create(MoveTemp(InArgs._Messages), &Filter);
MessagesTextBox = SNew(SMultiLineEditableTextBox)
.Style(FEditorStyle::Get(), "Log.TextBox")
.TextStyle(FEditorStyle::Get(), "Log.Normal")
.ForegroundColor(FLinearColor::Gray)
.Marshaller(MessagesTextMarshaller)
.IsReadOnly(true)
.AlwaysShowScrollbars(true)
.OnVScrollBarUserScrolled(this, &SOutputLog::OnUserScrolled)
.ContextMenuExtender(this, &SOutputLog::ExtendTextBoxMenu);
ChildSlot
[
SNew(SVerticalBox)
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
// Console output and filters
+SVerticalBox::Slot()
[
SNew(SBorder)
.Padding(3)
.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))
[
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
SNew(SVerticalBox)
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2936966 by Nick Darnell in Main branch]
2016-04-07 14:48:06 -04:00
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
// Output Log Filter
+SVerticalBox::Slot()
.AutoHeight()
.Padding(FMargin(0.0f, 0.0f, 0.0f, 4.0f))
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.AutoWidth()
[
SNew(SComboButton)
.ComboButtonStyle(FEditorStyle::Get(), "OutputLog.Filters.Style")
.ForegroundColor(FLinearColor::White)
.ContentPadding(0)
.ToolTipText(LOCTEXT("AddFilterToolTip", "Add an output log filter."))
.OnGetMenuContent(this, &SOutputLog::MakeAddFilterMenu)
.HasDownArrow(true)
.ContentPadding(FMargin(1, 0))
.ButtonContent()
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.AutoWidth()
[
SNew(STextBlock)
.TextStyle(FEditorStyle::Get(), "OutputLog.Filters.Text")
.Font(FEditorStyle::Get().GetFontStyle("FontAwesome.9"))
.Text(FText::FromString(FString(TEXT("\xf0b0"))) /*fa-filter*/)
]
+SHorizontalBox::Slot()
.AutoWidth()
.Padding(2, 0, 0, 0)
[
SNew(STextBlock)
.TextStyle(FEditorStyle::Get(), "OutputLog.Filters.Text")
.Text(LOCTEXT("Filters", "Filters"))
]
]
]
+SHorizontalBox::Slot()
.Padding(4, 1, 0, 0)
[
SAssignNew(FilterTextBox, SSearchBox)
.HintText(LOCTEXT("SearchLogHint", "Search Log"))
.OnTextChanged(this, &SOutputLog::OnFilterTextChanged)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3167359) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3152124 on 2016/10/05 by Jamie.Dale Fixed SOutputLog filter not handling OnTextCommitted Change 3152255 on 2016/10/05 by Michael.Dupuis #jira UE-28173 Support \" properly in FName Change 3152273 on 2016/10/05 by Nick.Darnell Core - The module manager is now thread safer, we had a critical section around the internal module list - but we were incrementing/decrementing shared pointers to module data shared pointers that were not thread safe outside of the critical section. Ran into a crash working on some heavily threaded code in automation. Change 3152314 on 2016/10/05 by Nick.Darnell Automation - Continued work to rough out the automation workflow for screenshot. Still lots of work remaining, but it appears the basic of approving images might be working as of this CL. Change 3152316 on 2016/10/05 by Michael.Dupuis #jira UE-30346 Update selection when in tree view mode Change 3152317 on 2016/10/05 by Nick.Darnell Automation - Adding some test shots to compare against to EngineTest for screenshot approval. Change 3152319 on 2016/10/05 by Michael.Dupuis #jira UE-29817 StringAssetReference will now only open an Asset picker (not actor picker) as the goal is to reference an asset Change 3152521 on 2016/10/05 by Nick.Darnell Automation - Fixing some issues with where it reads the screenshot compare rules. Change 3152536 on 2016/10/05 by Alexis.Matte Fix FBX automation test. - Make sure the fbx test can avoid automatic detection of the mesh type - Avoid to log the warning when the importer set the material usage after creating a material for skeletalmesh. Change 3152572 on 2016/10/05 by Nick.Darnell Automation - The GameProjectAutomationTests now do some pre-run house cleaning to make sure the project doesn't already exist, and tries to remove it if it was created previously but not deleted. Change 3152591 on 2016/10/05 by Nick.Darnell Automation - Changing the game project errors to be errors. Change 3153115 on 2016/10/06 by Jamie.Dale Removed superflous padding when SPropertyEditorAsset had no buttons Change 3153215 on 2016/10/06 by Michael.Dupuis Fixed build warning Change 3153248 on 2016/10/06 by Nick.Darnell Automation - Working on solving projects not being generated, suspect UBT isn't built or isn't available. Change 3153255 on 2016/10/06 by Nick.Darnell PR #2835: Fix TestEqual AddError Message in FAutomationTestBase (Contributed by dorgonman) #jira UE-36922 Change 3153300 on 2016/10/06 by Nick.Darnell Automation - Enabled verbose logging to automation build farm. Change 3153343 on 2016/10/06 by Matt.Kuhlenschmidt PR #2825: More project launcher progress improvements (Contributed by projectgheist) Change 3153506 on 2016/10/06 by Gareth.Martin Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled #jira UE-36933 Change 3153752 on 2016/10/06 by tim.gautier Add toggle button to UMG_Behavior. Set Level Blueprint for TM-UMG to AllWidget Change 3153763 on 2016/10/06 by Nick.Darnell Automation - Disable verbose logging. Change 3153778 on 2016/10/06 by Nick.Darnell PR #2837: Fixed engine compilation with defined LOG_SLATE_EVENTS (Contributed by Pierdek) #jira UE-36940 Change 3153943 on 2016/10/06 by Nick.Darnell Automation - Disabling some broken tests. Change 3154035 on 2016/10/06 by Nick.Darnell Automation - Fixing re-runs for tests that want them. Previously this wasn't working for any test that was run using the Reprostring method of being executed. Change 3154039 on 2016/10/06 by Nick.Darnell Automation - Updating some test assets in the EngineTest project. Change 3154476 on 2016/10/07 by Richard.TalbotWatkin Fix to regression where vertex color view in Mesh Paint Mode no longer worked correctly. We now allow selected static meshes to go down the dynamic path if VertexColors show mode is active. #jira UE-36772 - Selecting a channel in Vertex Paint mode does not show the channel color Change 3154650 on 2016/10/07 by Alexis.Matte Add new front axis facing X option to fbx importer Change 3154785 on 2016/10/07 by Nick.Darnell Automation - Continued work on automation, ripping out the message bus from the screenshot manager, that's causing the screenshot manager to recieve shots from every machine ever running tests. The Automation Controller is now in charge, and will tell the screenshot manager whatever it needs. Change 3155131 on 2016/10/07 by Michael.Dupuis #jira UE-36509 Do not disabled inverse filter when doing a sync to asset Change 3155141 on 2016/10/07 by Michael.Dupuis #jira UE-36056 Do not open the Actor Picker if we're working on an archetype object Change 3155262 on 2016/10/07 by Michael.Dupuis #jira UE-19737 reset ctrl key when resetting state to None Change 3156326 on 2016/10/09 by Matt.Kuhlenschmidt Fixed crash when asset picker is used without a property editor (usually a heavily customized property). Change 3156473 on 2016/10/10 by Richard.TalbotWatkin Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3156479 on 2016/10/10 by Richard.TalbotWatkin Fixed non-editor build. Change 3156579 on 2016/10/10 by Alexis.Matte Add a check to make sure curve pointer is valid. #jira UE-36177 Change 3156585 on 2016/10/10 by Ben.Marsh Fix line endings for screenshot settings. Change 3156617 on 2016/10/10 by Matt.Kuhlenschmidt Disable per-pixel blending of menus by default. Causes artifacts on windows versions and we are not using it. Change 3156674 on 2016/10/10 by Nick.Darnell Automation - Continued work on the automation workflow. Now screenshot functional test actors actually have the screenshot processed for differences during the test back on the test controller machine, and then waits for the results of the comparison to be performed. Change 3156709 on 2016/10/10 by Alexis.Matte #jira UE-16337 Make sure the base mesh import data transform is used when we import a LOD. Change 3156714 on 2016/10/10 by Nick.Darnell Automation - Fixing -game crash due to TestName being null in functional test. Change 3156721 on 2016/10/10 by Nick.Darnell Automation - FunctionalAITest now implements IsReady to check if the navigation mesh has finished being built. Change 3156748 on 2016/10/10 by Nick.Darnell Autopmation - Fixing a warning. Change 3156943 on 2016/10/10 by Alex.Delesky Fixed an issue where closing out the "Add Code" window with an active toast stating that an IDE was downloading would prevent the toast from clearing correctly. #jira none Change 3156946 on 2016/10/10 by Alex.Delesky #jira UE-36414 - Adding support for the P4Changelist command line argument to the P4 operations that were missing it. Change 3158215 on 2016/10/11 by Nick.Darnell Automation - Continued work on the screenshot comparison, fixed a crash, the system now reports if the screenshot was new, as well as similar, so that the script can react and warn when new screenshots are produced. Manually fired screenshots now properly wait until they've been compared before the test moves forward. Change 3158322 on 2016/10/11 by Michael.Dupuis #jira UE-36063 If the collection is not shown when trying to save one, force show them so the user understand what is going on Change 3158333 on 2016/10/11 by Alex.Delesky #jira UE-36829 - Rebuilt SVN 1.9.4 libs for Windows with CyrusSASL 2.1.26 and SWIG 3.0.10 support. Change 3158399 on 2016/10/11 by Nick.Darnell Automation - TTF Font log statements that were not warnings are no longer warnings. Change 3158406 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Change 3158419 on 2016/10/11 by Alex.Delesky #jira UE-36829 - SVN 1.9.4 libraries, but also with Java 8u101 support. Change 3158537 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Adding some missing files. Change 3158726 on 2016/10/11 by Michael.Dupuis #jira UE-37001 Perform manual migration of UICurve to proper config category Change 3158728 on 2016/10/11 by Nick.Darnell Automation - Fixing some warnings. Adding more testing to the Domino map to serve as a better example. Change 3158753 on 2016/10/11 by Michael.Dupuis #jira UE-26261 change it's by its Change 3158984 on 2016/10/11 by Alexis.Matte Fix D&D folder import in content browser. We have to expand the root directory to have the correct path. #jira UE-32155 Change 3159640 on 2016/10/12 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira UE-37119 Change 3159741 on 2016/10/12 by Nick.Darnell Slate - Fixing the SGraphPanel's mouse offset calculations so that it works with HDPI mode. Change 3159762 on 2016/10/12 by Nick.Darnell Automation - Adding a way to take a screenshot with the UI, not great yet - it doesn't really obey the rules of resolution, because of the method it uses. Change 3160210 on 2016/10/12 by Gareth.Martin Fixed crash when changing Landscape LOD while using "Grass use Landscape Lightmap" Change 3160216 on 2016/10/12 by Gareth.Martin Removed unused FLandscapeComponentSceneProxy::LayerNames and made LayerColors editor-only Fixed negative LODBias on landscape components to actually do anything Change 3160239 on 2016/10/12 by Gareth.Martin Removed an unused variable Change 3160455 on 2016/10/12 by Jamie.Dale Fixed FText properties exported to asset tags displaying in their NSLOCTEXT form in the asset tooltips Change 3160457 on 2016/10/12 by Jamie.Dale Localization automation now groups everything into a single CL and reverts PO files without significant changes Change 3160554 on 2016/10/12 by Nick.Darnell UMG - Fixing some panning logic to work with HDPI mode in the designer. Change 3161712 on 2016/10/13 by Jamie.Dale Fixed TSharedMapView using hard-coded types Change 3163044 on 2016/10/14 by Jamie.Dale Fixed line-break iterators incorrectly breaking words in CJK Change 3163046 on 2016/10/14 by Jamie.Dale Text layout no longer creates break candidates when wrapping is disabled Change 3163217 on 2016/10/14 by Jamie.Dale Fixed ensure caused by FMediaTextureResource::GetResourceSizeEx Change 3163641 on 2016/10/14 by Alex.Delesky #jira UE-36829 - Updated Mac SVN libraries, along with a more accurate changelog for Windows SVN libs Change 3164428 on 2016/10/17 by Nick.Darnell Slate - Making the FReply for SetMousePos easier to debug, since that option is potentially very frustrating to debug when someone is changing it. Change 3164833 on 2016/10/17 by Jamie.Dale Fixed ParseNumber consuming strings with multiple sequential dots as valid numbers, eg) "10..." Change 3164868 on 2016/10/17 by Alexis.Matte Remove re-import material and LOD import material #jira UE-36640 Change 3164874 on 2016/10/17 by Alexis.Matte Fix fbx scene re-import of staticmesh loosing there materials #jira UE-37032 Change 3165080 on 2016/10/17 by Alexis.Matte Remove skinxx workflow for static mesh #jira UE-37262 Change 3165232 on 2016/10/17 by Nick.Darnell Automation - Adding some sub-level testing. Change 3165822 on 2016/10/18 by Nick.Darnell Slate - Add a counter to track how much time we spend drawing custom verts each frame. Change 3165934 on 2016/10/18 by Nick.Darnell Slate - Addding cycle counters to SInvalidationPanel's Tick and Paint. Change 3165947 on 2016/10/18 by Nick.Darnell Slate - Addding very verbose slate stats behind a compiler flag to avoid the large overhead of these stats. To enable them you'll need to set WITH_VERY_VERBOSE_SLATE_STATS to 1, added a guide on debugging slate performance to the SlateGlobals.h // HOW TO GET AN IN-DEPTH PERFORMANCE ANALYSIS OF SLATE // // Step 1) // Set WITH_VERY_VERBOSE_SLATE_STATS to 1. // // Step 2) // When running the game (outside of the editor), run these commandline options // in order and you'll get a large dump of where all the time is going in Slate. // // stat group enable slateverbose // stat group enable slateveryverbose // stat dumpave -root=stat_slate -num=120 -ms=0 Change 3165962 on 2016/10/18 by Nick.Darnell UMG - Play first frame of sequence in UMG immediately when told to play an animation. Change 3165981 on 2016/10/18 by Nick.Darnell Core - GetDisplayNameText now stores the FName for DisplayName in a static instead of using TEXT("DisplayName"). Change 3166000 on 2016/10/18 by Jamie.Dale Removed bulk-data from fonts The main complaints about composite fonts have always been: 1) They use too much memory at runtime. 2) They bloat if you use the same font face twice. 3) They often break when used outside the game thread. This change aims to address all of these issues by removing bulk-data from fonts (which was the cause of the memory bloat and threading issues), and introduces UFontFace assets (which allow you to re-use the same font face in different entries within a composite font). No existing font data is lost during this transition, however you must manually update your UFont assets to reference external UFontFace assets before you're able to edit the existing data (which is automatically upgraded to UFontFace assets *within* the UFont package). This upgrade can be done via the composite font editor. During cook these UFontFace assets write out the actual TTF/OTF font data as a .ufont file, which is what FreeType actually loads at runtime (the internals of the Slate font cache are now completely independent of UObjects and their lifetimes and loading concerns). Since we're now always loading files from disk, we can also give the user an option of whether to "pre-load" (which will load the entire font into memory, like bulk-data always used to), or "stream" the font from disk (which has minimal memory overhead, but needs decent I/O performance). Change 3166001 on 2016/10/18 by Jamie.Dale Updated the Launcher to no longer use bulk-data for fonts Change 3166003 on 2016/10/18 by Jamie.Dale Updated the Engine fonts to use UFontFace assets Change 3166028 on 2016/10/18 by Alex.Delesky #jira UE-37021 - The scrollbar will now remain at the bottom of the output log after specifying a filter. Change 3166071 on 2016/10/18 by Nick.Darnell Slate - Fixing a warning about hiding an inherited member. Change 3166213 on 2016/10/18 by Jamie.Dale Fixing crash caused by accessing a zeroed FText Change 3166222 on 2016/10/18 by Nick.Darnell Automation - Adding some code to end the sub level test when it starts. Change 3166231 on 2016/10/18 by Nick.Darnell Editor - Fixing the build warning, SOutputLog.cpp:748:4: warning: field 'TextLayout' will be initialized after field 'CachedNumMessages' Change 3166717 on 2016/10/18 by Nick.Darnell Automation - Removing references to old options that are no longer file paths, and are now StringAssetReferences these options were not being used by anyone as far as I can tell. #jira UE-37482 Change 3167279 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167356 on 2016/10/19 by Alexis.Matte Make sure the old asset are build correctly #jira UE-37461 Change 3167359 on 2016/10/19 by Alexis.Matte Fix re-import of mesh material assignment regression #jira UE-37479 [CL 3168049 by Matt Kuhlenschmidt in Main branch]
2016-10-19 15:01:48 -04:00
.OnTextCommitted(this, &SOutputLog::OnFilterTextCommitted)
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
.DelayChangeNotificationsWhileTyping(true)
]
]
// Output log area
+SVerticalBox::Slot()
.FillHeight(1)
[
MessagesTextBox.ToSharedRef()
]
]
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
]
// The console input box
+SVerticalBox::Slot()
.AutoHeight()
.Padding(FMargin(0.0f, 4.0f, 0.0f, 0.0f))
[
SNew(SConsoleInputBox)
.OnConsoleCommandExecuted(this, &SOutputLog::OnConsoleCommandExecuted)
// Always place suggestions above the input line for the output log widget
.SuggestionListPlacement(MenuPlacement_AboveAnchor)
]
];
GLog->AddOutputDevice(this);
bIsUserScrolled = false;
RequestForceScroll();
}
END_SLATE_FUNCTION_BUILD_OPTIMIZATION
SOutputLog::~SOutputLog()
{
if (GLog != NULL)
{
GLog->RemoveOutputDevice(this);
}
}
bool SOutputLog::CreateLogMessages( const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category, TArray< TSharedPtr<FLogMessage> >& OutMessages )
{
if (Verbosity == ELogVerbosity::SetColor)
{
// Skip Color Events
return false;
}
else
{
FName Style;
if (Category == NAME_Cmd)
{
Style = FName(TEXT("Log.Command"));
}
else if (Verbosity == ELogVerbosity::Error)
{
Style = FName(TEXT("Log.Error"));
}
else if (Verbosity == ELogVerbosity::Warning)
{
Style = FName(TEXT("Log.Warning"));
}
else
{
Style = FName(TEXT("Log.Normal"));
}
// Determine how to format timestamps
static ELogTimes::Type LogTimestampMode = ELogTimes::None;
if (UObjectInitialized() && !GExitPurge)
{
// Logging can happen very late during shutdown, even after the UObject system has been torn down, hence the init check above
LogTimestampMode = GetDefault<UEditorStyleSettings>()->LogTimestampMode;
}
const int32 OldNumMessages = OutMessages.Num();
// handle multiline strings by breaking them apart by line
TArray<FTextRange> LineRanges;
FString CurrentLogDump = V;
FTextRange::CalculateLineRangesFromString(CurrentLogDump, LineRanges);
bool bIsFirstLineInMessage = true;
for (const FTextRange& LineRange : LineRanges)
{
if (!LineRange.IsEmpty())
{
FString Line = CurrentLogDump.Mid(LineRange.BeginIndex, LineRange.Len());
Line = Line.ConvertTabsToSpaces(4);
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902) ========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
// Hard-wrap lines to avoid them being too long
static const int32 HardWrapLen = 360;
for (int32 CurrentStartIndex = 0; CurrentStartIndex < Line.Len();)
{
int32 HardWrapLineLen = 0;
if (bIsFirstLineInMessage)
{
FString MessagePrefix = FOutputDeviceHelper::FormatLogLine(Verbosity, Category, nullptr, LogTimestampMode);
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902) ========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
HardWrapLineLen = FMath::Min(HardWrapLen - MessagePrefix.Len(), Line.Len() - CurrentStartIndex);
FString HardWrapLine = Line.Mid(CurrentStartIndex, HardWrapLineLen);
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
OutMessages.Add(MakeShareable(new FLogMessage(MakeShareable(new FString(MessagePrefix + HardWrapLine)), Verbosity, Style)));
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902) ========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
}
else
{
HardWrapLineLen = FMath::Min(HardWrapLen, Line.Len() - CurrentStartIndex);
FString HardWrapLine = Line.Mid(CurrentStartIndex, HardWrapLineLen);
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
OutMessages.Add(MakeShareable(new FLogMessage(MakeShareable(new FString(MoveTemp(HardWrapLine))), Verbosity, Style)));
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902) ========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
}
bIsFirstLineInMessage = false;
CurrentStartIndex += HardWrapLineLen;
}
}
}
return OldNumMessages != OutMessages.Num();
}
}
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
void SOutputLog::Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category)
{
if ( MessagesTextMarshaller->AppendMessage(V, Verbosity, Category) )
{
// Don't scroll to the bottom automatically when the user is scrolling the view or has scrolled it away from the bottom.
if( !bIsUserScrolled )
{
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
RequestForceScroll();
}
}
}
void SOutputLog::ExtendTextBoxMenu(FMenuBuilder& Builder)
{
FUIAction ClearOutputLogAction(
FExecuteAction::CreateRaw( this, &SOutputLog::OnClearLog ),
FCanExecuteAction::CreateSP( this, &SOutputLog::CanClearLog )
);
Builder.AddMenuEntry(
NSLOCTEXT("OutputLog", "ClearLogLabel", "Clear Log"),
NSLOCTEXT("OutputLog", "ClearLogTooltip", "Clears all log messages"),
FSlateIcon(),
ClearOutputLogAction
);
}
void SOutputLog::OnClearLog()
{
// Make sure the cursor is back at the start of the log before we clear it
MessagesTextBox->GoTo(FTextLocation(0));
MessagesTextMarshaller->ClearMessages();
MessagesTextBox->Refresh();
bIsUserScrolled = false;
}
void SOutputLog::OnUserScrolled(float ScrollOffset)
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
bIsUserScrolled = ScrollOffset < 1.0 && !FMath::IsNearlyEqual(ScrollOffset, 1.0f);
}
bool SOutputLog::CanClearLog() const
{
return MessagesTextMarshaller->GetNumMessages() > 0;
}
void SOutputLog::OnConsoleCommandExecuted()
{
RequestForceScroll();
}
void SOutputLog::RequestForceScroll()
{
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
if (MessagesTextMarshaller->GetNumFilteredMessages() > 0)
{
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
MessagesTextBox->ScrollTo(FTextLocation(MessagesTextMarshaller->GetNumFilteredMessages() - 1));
bIsUserScrolled = false;
}
}
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
void SOutputLog::Refresh()
{
// Re-count messages if filter changed before we refresh
MessagesTextMarshaller->CountMessages();
MessagesTextBox->GoTo(FTextLocation(0));
MessagesTextMarshaller->MakeDirty();
MessagesTextBox->Refresh();
RequestForceScroll();
}
void SOutputLog::OnFilterTextChanged(const FText& InFilterText)
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3167359) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3152124 on 2016/10/05 by Jamie.Dale Fixed SOutputLog filter not handling OnTextCommitted Change 3152255 on 2016/10/05 by Michael.Dupuis #jira UE-28173 Support \" properly in FName Change 3152273 on 2016/10/05 by Nick.Darnell Core - The module manager is now thread safer, we had a critical section around the internal module list - but we were incrementing/decrementing shared pointers to module data shared pointers that were not thread safe outside of the critical section. Ran into a crash working on some heavily threaded code in automation. Change 3152314 on 2016/10/05 by Nick.Darnell Automation - Continued work to rough out the automation workflow for screenshot. Still lots of work remaining, but it appears the basic of approving images might be working as of this CL. Change 3152316 on 2016/10/05 by Michael.Dupuis #jira UE-30346 Update selection when in tree view mode Change 3152317 on 2016/10/05 by Nick.Darnell Automation - Adding some test shots to compare against to EngineTest for screenshot approval. Change 3152319 on 2016/10/05 by Michael.Dupuis #jira UE-29817 StringAssetReference will now only open an Asset picker (not actor picker) as the goal is to reference an asset Change 3152521 on 2016/10/05 by Nick.Darnell Automation - Fixing some issues with where it reads the screenshot compare rules. Change 3152536 on 2016/10/05 by Alexis.Matte Fix FBX automation test. - Make sure the fbx test can avoid automatic detection of the mesh type - Avoid to log the warning when the importer set the material usage after creating a material for skeletalmesh. Change 3152572 on 2016/10/05 by Nick.Darnell Automation - The GameProjectAutomationTests now do some pre-run house cleaning to make sure the project doesn't already exist, and tries to remove it if it was created previously but not deleted. Change 3152591 on 2016/10/05 by Nick.Darnell Automation - Changing the game project errors to be errors. Change 3153115 on 2016/10/06 by Jamie.Dale Removed superflous padding when SPropertyEditorAsset had no buttons Change 3153215 on 2016/10/06 by Michael.Dupuis Fixed build warning Change 3153248 on 2016/10/06 by Nick.Darnell Automation - Working on solving projects not being generated, suspect UBT isn't built or isn't available. Change 3153255 on 2016/10/06 by Nick.Darnell PR #2835: Fix TestEqual AddError Message in FAutomationTestBase (Contributed by dorgonman) #jira UE-36922 Change 3153300 on 2016/10/06 by Nick.Darnell Automation - Enabled verbose logging to automation build farm. Change 3153343 on 2016/10/06 by Matt.Kuhlenschmidt PR #2825: More project launcher progress improvements (Contributed by projectgheist) Change 3153506 on 2016/10/06 by Gareth.Martin Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled #jira UE-36933 Change 3153752 on 2016/10/06 by tim.gautier Add toggle button to UMG_Behavior. Set Level Blueprint for TM-UMG to AllWidget Change 3153763 on 2016/10/06 by Nick.Darnell Automation - Disable verbose logging. Change 3153778 on 2016/10/06 by Nick.Darnell PR #2837: Fixed engine compilation with defined LOG_SLATE_EVENTS (Contributed by Pierdek) #jira UE-36940 Change 3153943 on 2016/10/06 by Nick.Darnell Automation - Disabling some broken tests. Change 3154035 on 2016/10/06 by Nick.Darnell Automation - Fixing re-runs for tests that want them. Previously this wasn't working for any test that was run using the Reprostring method of being executed. Change 3154039 on 2016/10/06 by Nick.Darnell Automation - Updating some test assets in the EngineTest project. Change 3154476 on 2016/10/07 by Richard.TalbotWatkin Fix to regression where vertex color view in Mesh Paint Mode no longer worked correctly. We now allow selected static meshes to go down the dynamic path if VertexColors show mode is active. #jira UE-36772 - Selecting a channel in Vertex Paint mode does not show the channel color Change 3154650 on 2016/10/07 by Alexis.Matte Add new front axis facing X option to fbx importer Change 3154785 on 2016/10/07 by Nick.Darnell Automation - Continued work on automation, ripping out the message bus from the screenshot manager, that's causing the screenshot manager to recieve shots from every machine ever running tests. The Automation Controller is now in charge, and will tell the screenshot manager whatever it needs. Change 3155131 on 2016/10/07 by Michael.Dupuis #jira UE-36509 Do not disabled inverse filter when doing a sync to asset Change 3155141 on 2016/10/07 by Michael.Dupuis #jira UE-36056 Do not open the Actor Picker if we're working on an archetype object Change 3155262 on 2016/10/07 by Michael.Dupuis #jira UE-19737 reset ctrl key when resetting state to None Change 3156326 on 2016/10/09 by Matt.Kuhlenschmidt Fixed crash when asset picker is used without a property editor (usually a heavily customized property). Change 3156473 on 2016/10/10 by Richard.TalbotWatkin Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3156479 on 2016/10/10 by Richard.TalbotWatkin Fixed non-editor build. Change 3156579 on 2016/10/10 by Alexis.Matte Add a check to make sure curve pointer is valid. #jira UE-36177 Change 3156585 on 2016/10/10 by Ben.Marsh Fix line endings for screenshot settings. Change 3156617 on 2016/10/10 by Matt.Kuhlenschmidt Disable per-pixel blending of menus by default. Causes artifacts on windows versions and we are not using it. Change 3156674 on 2016/10/10 by Nick.Darnell Automation - Continued work on the automation workflow. Now screenshot functional test actors actually have the screenshot processed for differences during the test back on the test controller machine, and then waits for the results of the comparison to be performed. Change 3156709 on 2016/10/10 by Alexis.Matte #jira UE-16337 Make sure the base mesh import data transform is used when we import a LOD. Change 3156714 on 2016/10/10 by Nick.Darnell Automation - Fixing -game crash due to TestName being null in functional test. Change 3156721 on 2016/10/10 by Nick.Darnell Automation - FunctionalAITest now implements IsReady to check if the navigation mesh has finished being built. Change 3156748 on 2016/10/10 by Nick.Darnell Autopmation - Fixing a warning. Change 3156943 on 2016/10/10 by Alex.Delesky Fixed an issue where closing out the "Add Code" window with an active toast stating that an IDE was downloading would prevent the toast from clearing correctly. #jira none Change 3156946 on 2016/10/10 by Alex.Delesky #jira UE-36414 - Adding support for the P4Changelist command line argument to the P4 operations that were missing it. Change 3158215 on 2016/10/11 by Nick.Darnell Automation - Continued work on the screenshot comparison, fixed a crash, the system now reports if the screenshot was new, as well as similar, so that the script can react and warn when new screenshots are produced. Manually fired screenshots now properly wait until they've been compared before the test moves forward. Change 3158322 on 2016/10/11 by Michael.Dupuis #jira UE-36063 If the collection is not shown when trying to save one, force show them so the user understand what is going on Change 3158333 on 2016/10/11 by Alex.Delesky #jira UE-36829 - Rebuilt SVN 1.9.4 libs for Windows with CyrusSASL 2.1.26 and SWIG 3.0.10 support. Change 3158399 on 2016/10/11 by Nick.Darnell Automation - TTF Font log statements that were not warnings are no longer warnings. Change 3158406 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Change 3158419 on 2016/10/11 by Alex.Delesky #jira UE-36829 - SVN 1.9.4 libraries, but also with Java 8u101 support. Change 3158537 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Adding some missing files. Change 3158726 on 2016/10/11 by Michael.Dupuis #jira UE-37001 Perform manual migration of UICurve to proper config category Change 3158728 on 2016/10/11 by Nick.Darnell Automation - Fixing some warnings. Adding more testing to the Domino map to serve as a better example. Change 3158753 on 2016/10/11 by Michael.Dupuis #jira UE-26261 change it's by its Change 3158984 on 2016/10/11 by Alexis.Matte Fix D&D folder import in content browser. We have to expand the root directory to have the correct path. #jira UE-32155 Change 3159640 on 2016/10/12 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira UE-37119 Change 3159741 on 2016/10/12 by Nick.Darnell Slate - Fixing the SGraphPanel's mouse offset calculations so that it works with HDPI mode. Change 3159762 on 2016/10/12 by Nick.Darnell Automation - Adding a way to take a screenshot with the UI, not great yet - it doesn't really obey the rules of resolution, because of the method it uses. Change 3160210 on 2016/10/12 by Gareth.Martin Fixed crash when changing Landscape LOD while using "Grass use Landscape Lightmap" Change 3160216 on 2016/10/12 by Gareth.Martin Removed unused FLandscapeComponentSceneProxy::LayerNames and made LayerColors editor-only Fixed negative LODBias on landscape components to actually do anything Change 3160239 on 2016/10/12 by Gareth.Martin Removed an unused variable Change 3160455 on 2016/10/12 by Jamie.Dale Fixed FText properties exported to asset tags displaying in their NSLOCTEXT form in the asset tooltips Change 3160457 on 2016/10/12 by Jamie.Dale Localization automation now groups everything into a single CL and reverts PO files without significant changes Change 3160554 on 2016/10/12 by Nick.Darnell UMG - Fixing some panning logic to work with HDPI mode in the designer. Change 3161712 on 2016/10/13 by Jamie.Dale Fixed TSharedMapView using hard-coded types Change 3163044 on 2016/10/14 by Jamie.Dale Fixed line-break iterators incorrectly breaking words in CJK Change 3163046 on 2016/10/14 by Jamie.Dale Text layout no longer creates break candidates when wrapping is disabled Change 3163217 on 2016/10/14 by Jamie.Dale Fixed ensure caused by FMediaTextureResource::GetResourceSizeEx Change 3163641 on 2016/10/14 by Alex.Delesky #jira UE-36829 - Updated Mac SVN libraries, along with a more accurate changelog for Windows SVN libs Change 3164428 on 2016/10/17 by Nick.Darnell Slate - Making the FReply for SetMousePos easier to debug, since that option is potentially very frustrating to debug when someone is changing it. Change 3164833 on 2016/10/17 by Jamie.Dale Fixed ParseNumber consuming strings with multiple sequential dots as valid numbers, eg) "10..." Change 3164868 on 2016/10/17 by Alexis.Matte Remove re-import material and LOD import material #jira UE-36640 Change 3164874 on 2016/10/17 by Alexis.Matte Fix fbx scene re-import of staticmesh loosing there materials #jira UE-37032 Change 3165080 on 2016/10/17 by Alexis.Matte Remove skinxx workflow for static mesh #jira UE-37262 Change 3165232 on 2016/10/17 by Nick.Darnell Automation - Adding some sub-level testing. Change 3165822 on 2016/10/18 by Nick.Darnell Slate - Add a counter to track how much time we spend drawing custom verts each frame. Change 3165934 on 2016/10/18 by Nick.Darnell Slate - Addding cycle counters to SInvalidationPanel's Tick and Paint. Change 3165947 on 2016/10/18 by Nick.Darnell Slate - Addding very verbose slate stats behind a compiler flag to avoid the large overhead of these stats. To enable them you'll need to set WITH_VERY_VERBOSE_SLATE_STATS to 1, added a guide on debugging slate performance to the SlateGlobals.h // HOW TO GET AN IN-DEPTH PERFORMANCE ANALYSIS OF SLATE // // Step 1) // Set WITH_VERY_VERBOSE_SLATE_STATS to 1. // // Step 2) // When running the game (outside of the editor), run these commandline options // in order and you'll get a large dump of where all the time is going in Slate. // // stat group enable slateverbose // stat group enable slateveryverbose // stat dumpave -root=stat_slate -num=120 -ms=0 Change 3165962 on 2016/10/18 by Nick.Darnell UMG - Play first frame of sequence in UMG immediately when told to play an animation. Change 3165981 on 2016/10/18 by Nick.Darnell Core - GetDisplayNameText now stores the FName for DisplayName in a static instead of using TEXT("DisplayName"). Change 3166000 on 2016/10/18 by Jamie.Dale Removed bulk-data from fonts The main complaints about composite fonts have always been: 1) They use too much memory at runtime. 2) They bloat if you use the same font face twice. 3) They often break when used outside the game thread. This change aims to address all of these issues by removing bulk-data from fonts (which was the cause of the memory bloat and threading issues), and introduces UFontFace assets (which allow you to re-use the same font face in different entries within a composite font). No existing font data is lost during this transition, however you must manually update your UFont assets to reference external UFontFace assets before you're able to edit the existing data (which is automatically upgraded to UFontFace assets *within* the UFont package). This upgrade can be done via the composite font editor. During cook these UFontFace assets write out the actual TTF/OTF font data as a .ufont file, which is what FreeType actually loads at runtime (the internals of the Slate font cache are now completely independent of UObjects and their lifetimes and loading concerns). Since we're now always loading files from disk, we can also give the user an option of whether to "pre-load" (which will load the entire font into memory, like bulk-data always used to), or "stream" the font from disk (which has minimal memory overhead, but needs decent I/O performance). Change 3166001 on 2016/10/18 by Jamie.Dale Updated the Launcher to no longer use bulk-data for fonts Change 3166003 on 2016/10/18 by Jamie.Dale Updated the Engine fonts to use UFontFace assets Change 3166028 on 2016/10/18 by Alex.Delesky #jira UE-37021 - The scrollbar will now remain at the bottom of the output log after specifying a filter. Change 3166071 on 2016/10/18 by Nick.Darnell Slate - Fixing a warning about hiding an inherited member. Change 3166213 on 2016/10/18 by Jamie.Dale Fixing crash caused by accessing a zeroed FText Change 3166222 on 2016/10/18 by Nick.Darnell Automation - Adding some code to end the sub level test when it starts. Change 3166231 on 2016/10/18 by Nick.Darnell Editor - Fixing the build warning, SOutputLog.cpp:748:4: warning: field 'TextLayout' will be initialized after field 'CachedNumMessages' Change 3166717 on 2016/10/18 by Nick.Darnell Automation - Removing references to old options that are no longer file paths, and are now StringAssetReferences these options were not being used by anyone as far as I can tell. #jira UE-37482 Change 3167279 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167356 on 2016/10/19 by Alexis.Matte Make sure the old asset are build correctly #jira UE-37461 Change 3167359 on 2016/10/19 by Alexis.Matte Fix re-import of mesh material assignment regression #jira UE-37479 [CL 3168049 by Matt Kuhlenschmidt in Main branch]
2016-10-19 15:01:48 -04:00
if (Filter.GetFilterText().ToString().Equals(InFilterText.ToString(), ESearchCase::CaseSensitive))
{
// nothing to do
return;
}
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
// Flag the messages count as dirty
MessagesTextMarshaller->MarkMessagesCacheAsDirty();
// Set filter phrases
Filter.SetFilterText(InFilterText);
// Report possible syntax errors back to the user
FilterTextBox->SetError(Filter.GetSyntaxErrors());
// Repopulate the list to show only what has not been filtered out.
Refresh();
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3167359) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3152124 on 2016/10/05 by Jamie.Dale Fixed SOutputLog filter not handling OnTextCommitted Change 3152255 on 2016/10/05 by Michael.Dupuis #jira UE-28173 Support \" properly in FName Change 3152273 on 2016/10/05 by Nick.Darnell Core - The module manager is now thread safer, we had a critical section around the internal module list - but we were incrementing/decrementing shared pointers to module data shared pointers that were not thread safe outside of the critical section. Ran into a crash working on some heavily threaded code in automation. Change 3152314 on 2016/10/05 by Nick.Darnell Automation - Continued work to rough out the automation workflow for screenshot. Still lots of work remaining, but it appears the basic of approving images might be working as of this CL. Change 3152316 on 2016/10/05 by Michael.Dupuis #jira UE-30346 Update selection when in tree view mode Change 3152317 on 2016/10/05 by Nick.Darnell Automation - Adding some test shots to compare against to EngineTest for screenshot approval. Change 3152319 on 2016/10/05 by Michael.Dupuis #jira UE-29817 StringAssetReference will now only open an Asset picker (not actor picker) as the goal is to reference an asset Change 3152521 on 2016/10/05 by Nick.Darnell Automation - Fixing some issues with where it reads the screenshot compare rules. Change 3152536 on 2016/10/05 by Alexis.Matte Fix FBX automation test. - Make sure the fbx test can avoid automatic detection of the mesh type - Avoid to log the warning when the importer set the material usage after creating a material for skeletalmesh. Change 3152572 on 2016/10/05 by Nick.Darnell Automation - The GameProjectAutomationTests now do some pre-run house cleaning to make sure the project doesn't already exist, and tries to remove it if it was created previously but not deleted. Change 3152591 on 2016/10/05 by Nick.Darnell Automation - Changing the game project errors to be errors. Change 3153115 on 2016/10/06 by Jamie.Dale Removed superflous padding when SPropertyEditorAsset had no buttons Change 3153215 on 2016/10/06 by Michael.Dupuis Fixed build warning Change 3153248 on 2016/10/06 by Nick.Darnell Automation - Working on solving projects not being generated, suspect UBT isn't built or isn't available. Change 3153255 on 2016/10/06 by Nick.Darnell PR #2835: Fix TestEqual AddError Message in FAutomationTestBase (Contributed by dorgonman) #jira UE-36922 Change 3153300 on 2016/10/06 by Nick.Darnell Automation - Enabled verbose logging to automation build farm. Change 3153343 on 2016/10/06 by Matt.Kuhlenschmidt PR #2825: More project launcher progress improvements (Contributed by projectgheist) Change 3153506 on 2016/10/06 by Gareth.Martin Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled #jira UE-36933 Change 3153752 on 2016/10/06 by tim.gautier Add toggle button to UMG_Behavior. Set Level Blueprint for TM-UMG to AllWidget Change 3153763 on 2016/10/06 by Nick.Darnell Automation - Disable verbose logging. Change 3153778 on 2016/10/06 by Nick.Darnell PR #2837: Fixed engine compilation with defined LOG_SLATE_EVENTS (Contributed by Pierdek) #jira UE-36940 Change 3153943 on 2016/10/06 by Nick.Darnell Automation - Disabling some broken tests. Change 3154035 on 2016/10/06 by Nick.Darnell Automation - Fixing re-runs for tests that want them. Previously this wasn't working for any test that was run using the Reprostring method of being executed. Change 3154039 on 2016/10/06 by Nick.Darnell Automation - Updating some test assets in the EngineTest project. Change 3154476 on 2016/10/07 by Richard.TalbotWatkin Fix to regression where vertex color view in Mesh Paint Mode no longer worked correctly. We now allow selected static meshes to go down the dynamic path if VertexColors show mode is active. #jira UE-36772 - Selecting a channel in Vertex Paint mode does not show the channel color Change 3154650 on 2016/10/07 by Alexis.Matte Add new front axis facing X option to fbx importer Change 3154785 on 2016/10/07 by Nick.Darnell Automation - Continued work on automation, ripping out the message bus from the screenshot manager, that's causing the screenshot manager to recieve shots from every machine ever running tests. The Automation Controller is now in charge, and will tell the screenshot manager whatever it needs. Change 3155131 on 2016/10/07 by Michael.Dupuis #jira UE-36509 Do not disabled inverse filter when doing a sync to asset Change 3155141 on 2016/10/07 by Michael.Dupuis #jira UE-36056 Do not open the Actor Picker if we're working on an archetype object Change 3155262 on 2016/10/07 by Michael.Dupuis #jira UE-19737 reset ctrl key when resetting state to None Change 3156326 on 2016/10/09 by Matt.Kuhlenschmidt Fixed crash when asset picker is used without a property editor (usually a heavily customized property). Change 3156473 on 2016/10/10 by Richard.TalbotWatkin Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3156479 on 2016/10/10 by Richard.TalbotWatkin Fixed non-editor build. Change 3156579 on 2016/10/10 by Alexis.Matte Add a check to make sure curve pointer is valid. #jira UE-36177 Change 3156585 on 2016/10/10 by Ben.Marsh Fix line endings for screenshot settings. Change 3156617 on 2016/10/10 by Matt.Kuhlenschmidt Disable per-pixel blending of menus by default. Causes artifacts on windows versions and we are not using it. Change 3156674 on 2016/10/10 by Nick.Darnell Automation - Continued work on the automation workflow. Now screenshot functional test actors actually have the screenshot processed for differences during the test back on the test controller machine, and then waits for the results of the comparison to be performed. Change 3156709 on 2016/10/10 by Alexis.Matte #jira UE-16337 Make sure the base mesh import data transform is used when we import a LOD. Change 3156714 on 2016/10/10 by Nick.Darnell Automation - Fixing -game crash due to TestName being null in functional test. Change 3156721 on 2016/10/10 by Nick.Darnell Automation - FunctionalAITest now implements IsReady to check if the navigation mesh has finished being built. Change 3156748 on 2016/10/10 by Nick.Darnell Autopmation - Fixing a warning. Change 3156943 on 2016/10/10 by Alex.Delesky Fixed an issue where closing out the "Add Code" window with an active toast stating that an IDE was downloading would prevent the toast from clearing correctly. #jira none Change 3156946 on 2016/10/10 by Alex.Delesky #jira UE-36414 - Adding support for the P4Changelist command line argument to the P4 operations that were missing it. Change 3158215 on 2016/10/11 by Nick.Darnell Automation - Continued work on the screenshot comparison, fixed a crash, the system now reports if the screenshot was new, as well as similar, so that the script can react and warn when new screenshots are produced. Manually fired screenshots now properly wait until they've been compared before the test moves forward. Change 3158322 on 2016/10/11 by Michael.Dupuis #jira UE-36063 If the collection is not shown when trying to save one, force show them so the user understand what is going on Change 3158333 on 2016/10/11 by Alex.Delesky #jira UE-36829 - Rebuilt SVN 1.9.4 libs for Windows with CyrusSASL 2.1.26 and SWIG 3.0.10 support. Change 3158399 on 2016/10/11 by Nick.Darnell Automation - TTF Font log statements that were not warnings are no longer warnings. Change 3158406 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Change 3158419 on 2016/10/11 by Alex.Delesky #jira UE-36829 - SVN 1.9.4 libraries, but also with Java 8u101 support. Change 3158537 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Adding some missing files. Change 3158726 on 2016/10/11 by Michael.Dupuis #jira UE-37001 Perform manual migration of UICurve to proper config category Change 3158728 on 2016/10/11 by Nick.Darnell Automation - Fixing some warnings. Adding more testing to the Domino map to serve as a better example. Change 3158753 on 2016/10/11 by Michael.Dupuis #jira UE-26261 change it's by its Change 3158984 on 2016/10/11 by Alexis.Matte Fix D&D folder import in content browser. We have to expand the root directory to have the correct path. #jira UE-32155 Change 3159640 on 2016/10/12 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira UE-37119 Change 3159741 on 2016/10/12 by Nick.Darnell Slate - Fixing the SGraphPanel's mouse offset calculations so that it works with HDPI mode. Change 3159762 on 2016/10/12 by Nick.Darnell Automation - Adding a way to take a screenshot with the UI, not great yet - it doesn't really obey the rules of resolution, because of the method it uses. Change 3160210 on 2016/10/12 by Gareth.Martin Fixed crash when changing Landscape LOD while using "Grass use Landscape Lightmap" Change 3160216 on 2016/10/12 by Gareth.Martin Removed unused FLandscapeComponentSceneProxy::LayerNames and made LayerColors editor-only Fixed negative LODBias on landscape components to actually do anything Change 3160239 on 2016/10/12 by Gareth.Martin Removed an unused variable Change 3160455 on 2016/10/12 by Jamie.Dale Fixed FText properties exported to asset tags displaying in their NSLOCTEXT form in the asset tooltips Change 3160457 on 2016/10/12 by Jamie.Dale Localization automation now groups everything into a single CL and reverts PO files without significant changes Change 3160554 on 2016/10/12 by Nick.Darnell UMG - Fixing some panning logic to work with HDPI mode in the designer. Change 3161712 on 2016/10/13 by Jamie.Dale Fixed TSharedMapView using hard-coded types Change 3163044 on 2016/10/14 by Jamie.Dale Fixed line-break iterators incorrectly breaking words in CJK Change 3163046 on 2016/10/14 by Jamie.Dale Text layout no longer creates break candidates when wrapping is disabled Change 3163217 on 2016/10/14 by Jamie.Dale Fixed ensure caused by FMediaTextureResource::GetResourceSizeEx Change 3163641 on 2016/10/14 by Alex.Delesky #jira UE-36829 - Updated Mac SVN libraries, along with a more accurate changelog for Windows SVN libs Change 3164428 on 2016/10/17 by Nick.Darnell Slate - Making the FReply for SetMousePos easier to debug, since that option is potentially very frustrating to debug when someone is changing it. Change 3164833 on 2016/10/17 by Jamie.Dale Fixed ParseNumber consuming strings with multiple sequential dots as valid numbers, eg) "10..." Change 3164868 on 2016/10/17 by Alexis.Matte Remove re-import material and LOD import material #jira UE-36640 Change 3164874 on 2016/10/17 by Alexis.Matte Fix fbx scene re-import of staticmesh loosing there materials #jira UE-37032 Change 3165080 on 2016/10/17 by Alexis.Matte Remove skinxx workflow for static mesh #jira UE-37262 Change 3165232 on 2016/10/17 by Nick.Darnell Automation - Adding some sub-level testing. Change 3165822 on 2016/10/18 by Nick.Darnell Slate - Add a counter to track how much time we spend drawing custom verts each frame. Change 3165934 on 2016/10/18 by Nick.Darnell Slate - Addding cycle counters to SInvalidationPanel's Tick and Paint. Change 3165947 on 2016/10/18 by Nick.Darnell Slate - Addding very verbose slate stats behind a compiler flag to avoid the large overhead of these stats. To enable them you'll need to set WITH_VERY_VERBOSE_SLATE_STATS to 1, added a guide on debugging slate performance to the SlateGlobals.h // HOW TO GET AN IN-DEPTH PERFORMANCE ANALYSIS OF SLATE // // Step 1) // Set WITH_VERY_VERBOSE_SLATE_STATS to 1. // // Step 2) // When running the game (outside of the editor), run these commandline options // in order and you'll get a large dump of where all the time is going in Slate. // // stat group enable slateverbose // stat group enable slateveryverbose // stat dumpave -root=stat_slate -num=120 -ms=0 Change 3165962 on 2016/10/18 by Nick.Darnell UMG - Play first frame of sequence in UMG immediately when told to play an animation. Change 3165981 on 2016/10/18 by Nick.Darnell Core - GetDisplayNameText now stores the FName for DisplayName in a static instead of using TEXT("DisplayName"). Change 3166000 on 2016/10/18 by Jamie.Dale Removed bulk-data from fonts The main complaints about composite fonts have always been: 1) They use too much memory at runtime. 2) They bloat if you use the same font face twice. 3) They often break when used outside the game thread. This change aims to address all of these issues by removing bulk-data from fonts (which was the cause of the memory bloat and threading issues), and introduces UFontFace assets (which allow you to re-use the same font face in different entries within a composite font). No existing font data is lost during this transition, however you must manually update your UFont assets to reference external UFontFace assets before you're able to edit the existing data (which is automatically upgraded to UFontFace assets *within* the UFont package). This upgrade can be done via the composite font editor. During cook these UFontFace assets write out the actual TTF/OTF font data as a .ufont file, which is what FreeType actually loads at runtime (the internals of the Slate font cache are now completely independent of UObjects and their lifetimes and loading concerns). Since we're now always loading files from disk, we can also give the user an option of whether to "pre-load" (which will load the entire font into memory, like bulk-data always used to), or "stream" the font from disk (which has minimal memory overhead, but needs decent I/O performance). Change 3166001 on 2016/10/18 by Jamie.Dale Updated the Launcher to no longer use bulk-data for fonts Change 3166003 on 2016/10/18 by Jamie.Dale Updated the Engine fonts to use UFontFace assets Change 3166028 on 2016/10/18 by Alex.Delesky #jira UE-37021 - The scrollbar will now remain at the bottom of the output log after specifying a filter. Change 3166071 on 2016/10/18 by Nick.Darnell Slate - Fixing a warning about hiding an inherited member. Change 3166213 on 2016/10/18 by Jamie.Dale Fixing crash caused by accessing a zeroed FText Change 3166222 on 2016/10/18 by Nick.Darnell Automation - Adding some code to end the sub level test when it starts. Change 3166231 on 2016/10/18 by Nick.Darnell Editor - Fixing the build warning, SOutputLog.cpp:748:4: warning: field 'TextLayout' will be initialized after field 'CachedNumMessages' Change 3166717 on 2016/10/18 by Nick.Darnell Automation - Removing references to old options that are no longer file paths, and are now StringAssetReferences these options were not being used by anyone as far as I can tell. #jira UE-37482 Change 3167279 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167356 on 2016/10/19 by Alexis.Matte Make sure the old asset are build correctly #jira UE-37461 Change 3167359 on 2016/10/19 by Alexis.Matte Fix re-import of mesh material assignment regression #jira UE-37479 [CL 3168049 by Matt Kuhlenschmidt in Main branch]
2016-10-19 15:01:48 -04:00
void SOutputLog::OnFilterTextCommitted(const FText& InFilterText, ETextCommit::Type InCommitType)
{
OnFilterTextChanged(InFilterText);
}
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden Change 2889481 on 2016/03/02 by Richard.TalbotWatkin Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE). PR #2094 #jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor FSlateAtlasedTextureResource Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server. #jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel #RB Thomas.Sarkanen Change 2890359 on 2016/03/02 by Nick.Darnell Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere. Change 2892008 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813475 Change 2892086 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2813457 Change 2892117 on 2016/03/03 by Richard.TalbotWatkin Back out changelist 2812830 Change 2892316 on 2016/03/03 by Richard.TalbotWatkin Fixed conversion of brushes to volumes so that the original transform isn't lost. #jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform Change 2892765 on 2016/03/03 by Andrew.Rodham Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor #codereview Mike.Fricker Change 2894154 on 2016/03/04 by Richard.TalbotWatkin Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant. Change 2894481 on 2016/03/04 by Cody.Albert #jira UE-27830 Fixed mismatched layout name Change 2896339 on 2016/03/06 by Richard.TalbotWatkin Fixed undo issues in texture paint mode. #jira UE-21206 - Texture Painting bugs Change 2896713 on 2016/03/07 by Joe.Conley Replacing #ifndef with #pragma once Change 2896955 on 2016/03/07 by Cody.Albert #jira UE-27711 Added initialization for LastHighlightInteractionTime Change 2898895 on 2016/03/08 by Richard.TalbotWatkin More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts. #jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport Change 2900770 on 2016/03/09 by Joe.Conley Change #ifndef to #pragma once for headers under Runtime/Engine/Public Change 2900835 on 2016/03/09 by Richard.TalbotWatkin Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems. #jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location #jira UE-20807 - Browse to Asset in Content Browser focuses just on the text #codereview Nick.Atamas Change 2900837 on 2016/03/09 by Richard.TalbotWatkin Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden. Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu. #jira UE-20567 - UX Regression on Open Asset Panel This also addresses a similar issue with the auto-complete popup in the Content Browser search bar. Change 2900847 on 2016/03/09 by Richard.TalbotWatkin Fixed include dependency. Change 2900951 on 2016/03/09 by Richard.TalbotWatkin Fixed non-dependent name lookup for superclass member access. Change 2901325 on 2016/03/09 by Jamie.Dale PR #2107: Output Log Filtering (Contributed by phoboz-net) Change 2901391 on 2016/03/09 by Jamie.Dale Some more output log filter improvements We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu. Change 2901736 on 2016/03/09 by Alexis.Matte #jira UE-14632 Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor. #codereview nick.darnell Change 2903162 on 2016/03/10 by Alexis.Matte Fbx scene importer, Fix crash when changing the material base path in the material tab page #codereview nick.darnell Change 2903903 on 2016/03/10 by Richard.TalbotWatkin Fixed crash when attempting to paste an object from the level viewport into the content browser. #jira UE-26100 - Crash when attempting to copy an object from the world into the content browser Change 2903947 on 2016/03/10 by Richard.TalbotWatkin [CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
TSharedRef<SWidget> SOutputLog::MakeAddFilterMenu()
{
FMenuBuilder MenuBuilder(/*bInShouldCloseWindowAfterMenuSelection=*/true, nullptr);
FillVerbosityEntries(MenuBuilder);
return MenuBuilder.MakeWidget();
}
void SOutputLog::FillVerbosityEntries(FMenuBuilder& MenuBuilder)
{
MenuBuilder.BeginSection("OutputLogVerbosityEntries");
{
MenuBuilder.AddMenuEntry(
LOCTEXT("ShowMessages", "Messages"),
LOCTEXT("ShowMessages_Tooltip", "Filter the Output Log to show messages"),
FSlateIcon(),
FUIAction(FExecuteAction::CreateSP(this, &SOutputLog::MenuLogs_Execute),
FCanExecuteAction::CreateSP(this, &SOutputLog::Menu_CanExecute),
FIsActionChecked::CreateSP(this, &SOutputLog::MenuLogs_IsChecked)),
NAME_None,
EUserInterfaceActionType::ToggleButton
);
MenuBuilder.AddMenuEntry(
LOCTEXT("ShowWarnings", "Warnings"),
LOCTEXT("ShowWarnings_Tooltip", "Filter the Output Log to show warnings"),
FSlateIcon(),
FUIAction(FExecuteAction::CreateSP(this, &SOutputLog::MenuWarnings_Execute),
FCanExecuteAction::CreateSP(this, &SOutputLog::Menu_CanExecute),
FIsActionChecked::CreateSP(this, &SOutputLog::MenuWarnings_IsChecked)),
NAME_None,
EUserInterfaceActionType::ToggleButton
);
MenuBuilder.AddMenuEntry(
LOCTEXT("ShowErrors", "Errors"),
LOCTEXT("ShowErrors_Tooltip", "Filter the Output Log to show errors"),
FSlateIcon(),
FUIAction(FExecuteAction::CreateSP(this, &SOutputLog::MenuErrors_Execute),
FCanExecuteAction::CreateSP(this, &SOutputLog::Menu_CanExecute),
FIsActionChecked::CreateSP(this, &SOutputLog::MenuErrors_IsChecked)),
NAME_None,
EUserInterfaceActionType::ToggleButton
);
}
MenuBuilder.EndSection();
}
bool SOutputLog::Menu_CanExecute() const
{
return true;
}
bool SOutputLog::MenuLogs_IsChecked() const
{
return Filter.bShowLogs;
}
bool SOutputLog::MenuWarnings_IsChecked() const
{
return Filter.bShowWarnings;
}
bool SOutputLog::MenuErrors_IsChecked() const
{
return Filter.bShowErrors;
}
void SOutputLog::MenuLogs_Execute()
{
Filter.bShowLogs = !Filter.bShowLogs;
// Flag the messages count as dirty
MessagesTextMarshaller->MarkMessagesCacheAsDirty();
Refresh();
}
void SOutputLog::MenuWarnings_Execute()
{
Filter.bShowWarnings = !Filter.bShowWarnings;
// Flag the messages count as dirty
MessagesTextMarshaller->MarkMessagesCacheAsDirty();
Refresh();
}
void SOutputLog::MenuErrors_Execute()
{
Filter.bShowErrors = !Filter.bShowErrors;
// Flag the messages count as dirty
MessagesTextMarshaller->MarkMessagesCacheAsDirty();
Refresh();
}
bool FLogFilter::IsMessageAllowed(const TSharedPtr<FLogMessage>& Message)
{
// Filter Verbosity
{
if (Message->Verbosity == ELogVerbosity::Error && !bShowErrors)
{
return false;
}
if (Message->Verbosity == ELogVerbosity::Warning && !bShowWarnings)
{
return false;
}
if (Message->Verbosity != ELogVerbosity::Error && Message->Verbosity != ELogVerbosity::Warning && !bShowLogs)
{
return false;
}
}
// Filter search phrase
{
if (!TextFilterExpressionEvaluator.TestTextFilter(FLogFilter_TextFilterExpressionContext(*Message)))
{
return false;
}
}
return true;
}
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
#undef LOCTEXT_NAMESPACE