16 Commits

Author SHA1 Message Date
christopher waters
ae8a3ceb89 Moving a few MessageLog headers to Public since they're accessed outside of this module.
#preflight 63fe6eeaef1b24bf942e7a48

[CL 24465050 by christopher waters in ue5-main branch]
2023-03-01 12:34:36 -05:00
halfdan ingvarsson
5f9c47d36a Change IMessagelogListing::GetSelectedMessagesAsString & GetAllMessagesAsString to return an FString. Previously it was using FTex to concatenate the strings which was causing OOM issues when attempting to copy several thousand lines from the message log to the clipboad.
#jira none
#rb sara.schvartzman
#preflight 6154e2b7260f7d00010785b2
#robomerge 5.0

[CL 17722026 by halfdan ingvarsson in ue5-main branch]
2021-10-05 11:23:26 -04:00
sara schvartzman
5356d787df Control Rig: Python Message Log scrolls to bottom when new messages are added
#jira UE-119951
#rb helge.mathee

[CL 16968232 by sara schvartzman in ue5-main branch]
2021-07-27 09:56:49 -04:00
Catalin Dragoiu
bc19c63202 Allow registering the Message Log Window from Insights Stand alone #rb Dave.Belanger
[CL 14458117 by Catalin Dragoiu in ue5-main branch]
2020-10-09 04:38:09 -04:00
ryan durand
471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00
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
Dan Oconnor
8ff783949d Add optional message identifier to tokenized message, use message identifier to facilitate suppressing a new warning in the blueprint compiler, remove the unused (and unusable) FTokenizedMiscData
#rb Phillip.Kavan
#jira None

[CL 4329176 by Dan Oconnor in Dev-Framework branch]
2018-08-29 18:20:53 -04:00
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
Ori Cohen
25ae9b5661 Copying //UE4/Dev-AnimPhys to Dev-Main (//UE4/Dev-Main)
(will update this soon)

#lockdown Nick.Penwarden
#rb none

[CL 3502661 by Ori Cohen in Main branch]
2017-06-21 10:25:35 -04:00
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
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
Max Preussner
bb6a7de1d7 MessageLog: Message log burst upgrades
- Redesigned the layout of the message log viewer
- Added 'Action' message token type for actionable items
- Started to remove message token delegates in favor of Action tokens
- NULL to nullptr

[CL 2299749 by Max Preussner in Main branch]
2014-09-16 13:46:20 -04:00
Simon Tovey
500b937055 - Removed UI for Dev/Release shaders in material editor. Dropped to a CVar and using release shaders by default.
- Removed UI for Built-In Stats. Martin didn't like the feature but I've left the code in just in case people miss it.
- Removed useless bar at the bottom of the stats window.
- Hackily canceled some unnessessary compilaton when opening the editor.

[CL 2272297 by Simon Tovey in Main branch]
2014-08-26 14:02:18 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00