15 Commits

Author SHA1 Message Date
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f 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
Marc Audy
26836a22cd Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2868852
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2821607 on 2016/01/08 by Mieszko.Zielinski

	Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4

	This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.

	#rb Lukasz.Furman
	#codereview John.Abercrombie

Change 2828384 on 2016/01/14 by Mieszko.Zielinski

	Back out of visual log refactor done as part of CL#2821607 #UE4

Change 2855722 on 2016/02/04 by Zak.Middleton

	#ue4 - Expose PrimitiveComponent GetCollisionEnabled(), IsCollisionEnabled(), IsQueryCollisionEnabled(), IsPhysicsCollisionEnabled() functions to blueprints.

	#rb Daniel.Broder, Ori.Cohen
	#codereview Bob.Tellez
	#jira UE-26411

Change 2855737 on 2016/02/04 by James.Golding

	Add test AssetUserData C++ class to QAGame

Change 2855739 on 2016/02/04 by James.Golding

	PR #1858 : Add abstract and editinlinenew to AssetUserData class, so derived classes can be added to assets via details panel
	https://github.com/EpicGames/UnrealEngine/pull/1858
	#github 1858
	#jira UE-24494
	#rb thomas.sarkanen

Change 2855842 on 2016/02/04 by James.Golding

	UE-23968 : Add clamping to Friction, Restitution, Density and RaiseMassToPower properties of PhysicalMaterial
	#codereview ori.cohen
	#rb thomas.sarkanen

Change 2855843 on 2016/02/04 by James.Golding

	PR #1984 : Add 'AssetUserData' support to AnimationAsset/Texture
	https://github.com/EpicGames/UnrealEngine/pull/1984
	#github 1984
	#jira UE-25913
	#rb thomas.sarkanen

Change 2855844 on 2016/02/04 by James.Golding

	UE-23176 Fix incorrect clamping in GenerateKDopAsSimpleCollision() which could cause degenerate hulls
	Also don't 'nudge' kdops if there are other primitives present, will offset from mesh we were fitting around
	#rb thomas.sarkanen

Change 2855850 on 2016/02/04 by Benn.Gallagher

	Update required LOD bones when associating a cloth chunk that uses bones that aren't weighted to that LOD
	#rb Martin.Wilson

Change 2856409 on 2016/02/04 by Zak.Middleton

	#ue4 - Change LogSpawn warnings to normal logs for cases that are common and valid during gameplay (failed due to collision at the target location, or failed because it is destroyed in the process of spawning, ie projectile spawned in a target).

	#codereview Jeff.Farris

Change 2857018 on 2016/02/05 by Benn.Gallagher

	Fixes for various anim graph related subgraph issues/crashes
	#rb Ben.Cosh

Change 2857193 on 2016/02/05 by Lukasz.Furman

	extended crowd agent interface to handle avoidance groups
	#ue4 UE-24823
	#1896

Change 2857200 on 2016/02/05 by Lukasz.Furman

	fixed memory leak in CrowdManager
	#ue UE-26516
	#2026
	#codereview Mieszko.Zielinski

Change 2857417 on 2016/02/05 by Lina.Halper

	Add keyword for animation functions

Change 2858854 on 2016/02/08 by Benn.Gallagher

	Fixed pose evaluator customizations being processed at the wrong time which caused properties to always be re-added even if removed from the details panel, causing duplicated entries.
	#jira UE-8421
	#rb Lina.Halper

Change 2858855 on 2016/02/08 by Benn.Gallagher

	Fixed blendspace players only reporting normalized time when using a time getter in an anim graph transition.
	#rb Lina.Halper

Change 2859159 on 2016/02/08 by Aaron.McLeran

	UE-25586 Fix for reporting audio memory usage

	- Realtime decompressed sounds that have CachedRealtimeFirstBuffers need to report the compressed asset size

Change 2859192 on 2016/02/08 by Laurent.Delayen

	Removed check disallowing cooked additive animations from using AnimationRelative and AnimationScale retargeting modes (on the root bone or editor).
	Skip AnimationRelative retargeting for baked additive animations since it gets cancelled out during the additive creation process.

	#rb martin.wilson
	#codereview lina.halper

Change 2859238 on 2016/02/08 by Lina.Halper

	Git pull request #1895

Change 2859239 on 2016/02/08 by Lina.Halper

	Git pull request #1813

Change 2859453 on 2016/02/08 by Aaron.McLeran

[CL 2868856 by Marc Audy in Main branch]
2016-02-16 13:35:21 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Jaroslaw Palczynski
7c41927cf4 Rename FPostConstructInitializeProperties to something simpler
Changed it with FObjectInitializer.

UECORE-7

[CL 2328384 by Jaroslaw Palczynski in Main branch]
2014-10-14 10:29:11 -04:00
Mike Beach
8c7209baf6 Adding metadata to nodes that helps track which ones were systematically added as "default" nodes.
[CL 2295774 by Mike Beach in Main branch]
2014-09-12 18:37:04 -04:00
Mikolaj Sieluzycki
f25a030f9f Fix for build break caused by CL#2055369.
[CL 2055682 by Mikolaj Sieluzycki in Main branch]
2014-04-24 14:34:01 -04:00
Mikolaj Sieluzycki
bbcea54981 #ttp 303393 UObject improvement: Remove header groups
#proj core
#branch UE4
#summary Removed header groups, removed some redundant includes and replaced with forward declarations. Fixed compilation errors.

[CL 2055361 by Mikolaj Sieluzycki in Main branch]
2014-04-24 08:49:31 -04:00
Robert Manuszewski
86174fbbdf Back out changelist 2054304
[CL 2054447 by Robert Manuszewski in Main branch]
2014-04-23 20:18:11 -04:00
Mikolaj Sieluzycki
e9351fe5de #ttp 303393 UObject improvement: Remove header groups
#proj core
#branch UE4
#summary Removed header groups, removed some redundant includes and replaced with forward declarations. Fixed compilation errors.

[CL 2054304 by Mikolaj Sieluzycki in Main branch]
2014-04-23 20:15:15 -04:00
Michael Schoell
0a41fb741e #summary Can search for nodes in the palette menu in Blueprints with both the native name and the localized name.
#add Added UEdGraphNode::GetNodeNativeTitle to return a native title for a node.
#add Added UEdGraphNode::GetNodeSearchTitle to return the native and localized title for a node, together, for searching.
#add Can hold "alt" over a node (in the graph panel, or the palette) to see the native name of the node.

#ttp 331252 - Blueprints: Editor: L10N: Blueprints need to consistently show localized node names and when searching need to search both the localized name and the native name

#codereview justin.sargent

[CL 2044506 by Michael Schoell in Main branch]
2014-04-23 18:30:37 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00