Commit Graph

22 Commits

Author SHA1 Message Date
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -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
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
Nick Darnell
630510e3ef Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden

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

Change 2888098 on 3/1/2016 by Nick.Darnell

	Adding back the SetWidgetToFocusOnActivate call and deprecating it.  Will need to also do this in 4.11.

	#lockdown Nick.Penwarden

Change 2851669 on 2016/02/01 by Alexis.Matte

	#jira UE-25928
	Skeletal mesh import now support _skinXX that are not sequential.
	Static mesh was already supporting non sequential _skinxx ordering

	#codereview nick.darnell

Change 2851672 on 2016/02/01 by Alexis.Matte

	#jira UE-25971

	The proxy camera mesh is now properly reset to zero

	#codereview nick.darnell

Change 2851675 on 2016/02/01 by Alexis.Matte

	#jira UE-25525

	Update the tooltips

	#codereview nick.darnell

Change 2851764 on 2016/02/01 by Alexis.Matte

	#jira UE-25595

	The fbx plus and minus icons are now brighter

	#codereview nick.darnell

Change 2852116 on 2016/02/01 by Bob.Tellez

	#UE4 Submitting pull request 2013 from GitHub (Pull request 2013). Thanks for the fix hoelzl!

	Fix file selection when reimporting curve from moved CSV file
	When reimporting a data curve after moving the CSV file from which it was generated, the file selection dialog does not present an option to select CVS files. This patch fixes the issue by assigning the correct 'SupportedClass' value for `UReimportCurveFactory` instances.

	#codereview Nick.Darnell
	#JIRA UE-26247
	#2013

Change 2852375 on 2016/02/02 by Richard.TalbotWatkin

	Spline component improvements: added facility to not restore component instance cache after the construction script has run, so the points can act as inputs to the construction script. Created a new property bInputSplinePointsToConstructionScript for that.  Added SetUpVectorAtSplinePoint, and corrected some bugs.
	#jira UE-24931 - Set Location at Spline Point doesn't do anything

Change 2852726 on 2016/02/02 by Richard.TalbotWatkin

	Fixed FPropertyChangedEvent::GetArrayIndex when called from PostEditChangeProperty.
	#jira UE-25316 - PropertyChangedEvent.GetArrayIndex broken
	#codereview Robert.Manuszewski

Change 2853152 on 2016/02/02 by Jamie.Dale

	Fixed multi-line editable texts not updating their font when changed in UMG

	Also made all the SetStyle functions use the default if they're passed null (to match SEditableTextBox), and tidied up some of the property panel layout when editing styles.

	#codereview Chris.Wood

Change 2853220 on 2016/02/02 by Alexis.Matte

	#jira UE-26303

	We now apply the scene option transform to the vertex of meshes instead of the root node of the scene. This allow re-alignment of the mesh to go with animation.

	#codereview nick.darnell

Change 2853282 on 2016/02/02 by Alexis.Matte

	Back out changelist 2853220

Change 2854211 on 2016/02/03 by Nick.Darnell

	Widget Reflector - Limit the minimum scale that can be applied to something more reasonable 50%, instead of 10%.

Change 2854216 on 2016/02/03 by Nick.Darnell

	Scene Viewport - The scene viewport handles application scale better now, allowing click locations to be interepreted correctly and transformed into pixel hit location, rather than local space widget location, which may not match.

Change 2854220 on 2016/02/03 by Nick.Darnell

	Slate - Allowing mousewheel or gesture to be routed directly for a widget path like has been done for other mouse events, this permits more kinds of mouse like actions in a VR environment onto widgets in the scene.  (not actually hooked up to do it, but this now permits it at the slate level to be done correctly).

Change 2854449 on 2016/02/03 by Alexis.Matte

	-Fix the fbx import options, for the scene transform value that was not apply correctly
	-Add an inspector on the scene import option in the reimport dialog

Change 2855659 on 2016/02/04 by Alexis.Matte

	-Fix the bake pivot when there is a hierarchy, we now accumulate the pivot effect in the hierarchy to place the object at the correct place.

	#codereview nick.darnell

Change 2855922 on 2016/02/04 by Alexis.Matte

	#jira UE-26303

	The animation is now align with the imported skeletal mesh, the bakepivot is also supported

	#codereview nick.darnell

Change 2856989 on 2016/02/05 by Jamie.Dale

	Some improvements to the source code loc gatherer

	* We now strip any comments out of any pre-processor tokens before we start handling them.
	* Fixed a case where "#if defined" and "#elif defined" would parse incorrectly.
	* Fixed a case where "#define LOCTEXT_NAMESPACE" and "#define LOC_DEFINE_REGION" may not be paired correctly with their corresponding "#undef".

[CL 2888106 by Nick Darnell in Main branch]
2016-03-01 15:17:24 -05:00
Matthew Griffin
755f725131 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
Andrew Grant
2084c03863 Copying //UE4/Orion-Staging to //UE4/Main (//Orion/Dev-General @ 2855324)
#lockdown Nick.Penwarden

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

Change 2855265 on 2016/02/03 by Max.Chen

	Sequencer: Release track editors when destroying sequencer

	#jira UE-26423

Change 2855247 on 2016/02/03 by Max.Chen

	PlacementMode: Null factory check in constructor to fix cooking.

	#codereview andrew.rodham
	#rb andrew.rodham
	#jira UE-26412

ChangeChange 2855116 on 2016/02/03 by Michael.Noland

	[AUTOMERGE]

	PS4: Added a log statement when the gap between SubmitDone calls exceeds 2 seconds and removed a duplicate call to set the LastSubmitDoneTime
	PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1

	Merging CL# 2854751 and 2852176 by way of 2855100

	#tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1
	#rb dave.ratti
	#lockdown andrew.grant

	--------
	Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2855109 by Michael.Noland on 2016/02/03 20:59:51.

Change 2855109 on 2016/02/03 by Michael.Noland

	PS4: Added a log statement when the gap between SubmitDone calls exceeds 2 seconds and removed a duplicate call to set the LastSubmitDoneTime
	PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1

	Merging CL# 2854751 and 2852176 by way of 2855100

	#tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1
	#rb dave.ratti
	#lockdown andrew.grant

Change 2855100 on 2016/02/03 by Michael.Noland

	PS4: Added a log statement when the gap between SubmitDone calls exceeds 2 seconds and removed a duplicate call to set the LastSubmitDoneTime
	PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1

	Merging CL# 2854751 and 2852176 using //Orion/Release-Next_to_//Orion/Release-Live

	#tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1
	#rb dave.ratti
	#lockdown andrew.grant

ChangeChangeChangeChangeChange 2854825 on 2016/02/03 by Zabir.Hoque

	Harden MaterialParameterCollection from ending up with duplicate parameter names of GUIDs.

	#Tests: Ran debug editor, create materail param collection with >500 elements. Still only ~18ms. Used param in shader.
	#RB: Daniel.Wright
	#CodeReview: Daniel.Wright, Gil.Gribb, Rolando.Caloca, Marcus.Wassmer

Change 2854788 on 2016/02/03 by Josh.Markiewicz

	#UE4 - JsonObjectConverter changes
	- added the ability for a UStruct to emit json as a string if type traits are setup with ExportTextItem / ImportTextItem
	- allows the UStruct to convert to json as something other than FJsonValueObject
	-- things like FColor, FDateTime but they are already handled differently
	- checked for possible change in existing behavior, no classes currently use type traits for this that aren't handled special already
	- FUniqueNetIdRepl can now convert to/from json as a string
	#rb david.nikdel
	#codereview ben.zeigler, sam.zamani, david.nikdel, paul.moore
	#tests various online tests connecting to servers, etc

Change 2854751 on 2016/02/03 by Michael.Noland

	PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1
	#rb dave.ratti
	#lockdown andrew.grant
	#tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1

ChangeChange 2854712 on 2016/02/03 by Josh.Markiewicz

	#UE4 - added some json compatibility features to FUniqueNetIdRepl struct
	- ImportTextItem
	- To/FromJson
	#rb david.nikdel
	#codereview none
	#tests various online features, additional unit tests added to class

Change 2854696 on 2016/02/03 by Dmitry.Rekman

	Making Memprofiler usable (by MichaelN).

	#rb Zak.Middleton (who I got the shelved CL # from)
	#codereview Michael.Noland, Zak.Middleton, Bob.Tellez
	#tests Used Memprofiler on a number of captures.

ChangeChange 2854536 on 2016/02/03 by John.Pollard

	Add event groups as users to replay, so we can quickly find replays with certain events types in them

	#rb RyanG
	#tests Replays and events

	Merging using OrionDevGeneral->ReleaseCandidate

Change 2854526 on 2016/02/03 by John.Pollard

	Add support for getting replay id

	#rb RyanG
	#tests Replays

	Merging using OrionDevGeneral->ReleaseCandidate

Change 2854522 on 2016/02/03 by John.Pollard

	Support setting string values in perf counters through the perf  counters helper class.

	#rb none
	#tests Client/Server match

[CL 2856676 by Andrew Grant in Main branch]
2016-02-04 23:40:42 -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
Chris Wood
8a112d6140 PushMenu() now respects QueryPopupMethod(). All menus now support reusing windows.
UE-14641 - Fix PushMenu() to use QueryPopupMethod()

Pretty big refactor
Adds IMenu as way to identify menus. Replaces referring to menus as SWindows.
Lots of uses of PushMenu() fixed up to match new API

#codereview Nick.Atamas

[CL 2579277 by Chris Wood in Main branch]
2015-06-05 20:19:33 -04:00
Chris Wood
a1c0901928 Fixed invalid widget path in PushMenu() for 3D widgets
[UE-9940] - Trying to type of a text box that is applied to a 3D widget will result in a crash

#change Passing the current window into ITextEditorWidget::SummonContextMenu() so that the window can be passed to PushMenu(). This stops PushMenu() trying to generate a path to the 3D widget just to obtain the parent window.

#codereview Nick.Atamas

[CL 2517474 by Chris Wood in Main branch]
2015-04-20 09:13:02 -04:00
Jamie Dale
0be426b07e Implemented Page Up/Down support for multi-line editable text
UE-1496 - Slate: Implement PageUp PageDown support for multiline editable text

This will move the multi-line text by a "page" (based on the number of visible lines), and then scroll the document to try and keep the cursor at the same relative location in the view.

This also fixes some issues with scrolling when dealing with a scaled multi-line editable text, as the scroll offset is now always considered to be unscaled until it is given to the text layout. This prevents issues where we could over or under scroll when using a scale other than 1.

#codereview Justin.Sargent

[CL 2485106 by Jamie Dale in Main branch]
2015-03-19 16:10:39 -04:00
Jamie Dale
0118b63d6d Improved the comment about newline characters to state where the handing code can be found
[CL 2389753 by Jamie Dale in Main branch]
2014-12-16 06:10:59 -05:00
Jamie Dale
f39b7d3ef8 Fixed Ctrl+Enter potentially clearing text blocks
UE-5949 - Pressing ctrl+enter in string default variable text field results in text being deleted

Ctrl+Enter was being processed as a confirmation of the text block content, which, depending on the settings of the text block, would sometimes cause all of the text within it to be highlighted. Once this had been done, FTextEditHelper::OnKeyChar was processing the '\\n' character that the Ctrl+Enter combination had caused - this caused any selected to text to be removed, and had the effect of clearing the text block.

FTextEditHelper::OnKeyChar no longer allows '\\n' characters to be processed, as those are handled elsewhere by the editable text boxes that support multiple lines.

#codereview Justin.Sargent

[CL 2383452 by Jamie Dale in Main branch]
2014-12-10 10:03:22 -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
Chris Gagnon
0e6d657c3d Refactor to unify keyboard and controller input and focus.
Native controller navigation support.

[CL 2345039 by Chris Gagnon in Main branch]
2014-10-30 12:29:36 -04:00
Jamie Dale
7fffa2b2ac Fixed crash when pressing return in a read-only text box
https://answers.unrealengine.com/questions/98180/crash-in-stextedithelper.html

FScopedTextTransaction asserts when created for a read-only text box, as they can't be modified. Anything that creates a transaction is supposed to make sure that the text box isn't read-only.

ReviewedBy Thomas.Sarkanen

[CL 2297907 by Jamie Dale in Main branch]
2014-09-15 05:54:45 -04:00
Dan Hertzka
69d63e9fa1 Clicking on a numeric entry box selects all text again
[CL 2264547 by Dan Hertzka in Main branch]
2014-08-20 14:08:33 -04:00
Nick Atamas
df776c6eb7 Fixed scenarios where editable text did not perform proper kerning with DPI scaling enabled.
Also refactored call to MoveCursor() to be a little less obscure.
New API presumes that Word-granularity movement will be supported soon.
Removed excessive use of cached geometry in multiline editable text.

Fixes TTP 305729.

[CL 2242221 by Nick Atamas in Main branch]
2014-08-04 08:09:44 -04:00
Nick Darnell
101029fe21 UMG - Adding editor icons for spacer, widget switcher and uniform grid. Working on widget behaviors when selected, the widget switcher now temporarily displays the selected widget, even if that's not the active widget index.
[CL 2176307 by Nick Darnell in Main branch]
2014-07-08 15:25:09 -04:00
Jamie Dale
af3cc2d605 Initial support for multiline editable text
TTP# 336464 - Editor: Finish the Multiline Editable Text Block

Most of this work was done by JustinS; I just finished off some remaining whitespace, wrapping, cursor movement, and scaling issues.

ReviewedBy Justin.Sargent

[CL 2099039 by Jamie Dale in Main branch]
2014-06-09 11:14:37 -04:00
Max Preussner
dde6e568e1 Slate: Reorganized private Slate files; proper pre-compiled header for all files.
Notes:
- LandscapeEditor pulls in private MultiBox include files; temporarily made those public

[CL 2057183 by Max Preussner in Main branch]
2014-04-26 20:23:08 -04:00