- Two actual bugs were fixed (GitSourceControlUtils.cpp, VisualStudioSourceCodeAccessor.h)
- (These errors were found by using the Clang compiler on Windows platform)
#codereview marc.audy
[CL 2532216 by Mike Fricker in Main branch]
- Contributed by salamanderrake.
- Cosmetic differences from the PR.
- Also removed filtering out Windows/Mac/etc directories when generating a qmake project since it makes code navigation worse.
[CL 2532165 by Dmitry Rekman in Main branch]
Fixed some minor issues with the remote build settings UI
- Reordered properties slightly.
- Updated the Remote Server Name widget so it no longer has no size.
- Renamed some property display names to be a little clearer.
https://jira.ol.epicgames.net/browse/UE-14323
[CL 2531756 by Terence Burns in Main branch]
- Renamed DesiredBoundSize to DesiredBoundRadius - more clear and it implies sphere
- MergeSetting is now exposed if you decide not to simplify
- Shrink after all done so that we don't use that reserved mass memory
[CL 2530639 by Lina Halper in Main branch]
- Fixed references not being up-to-date as changes are made live in the editor. Simply close and reopen the Size Map to see updated references. (UE-14410)
- Fixed many issues with Size Map not showing the correct set of referenced content by an asset (no longer uses Asset Registry, instead serializes to find references.)
- Fixed 2D textures not reporting correct size (they were reporting current streamed-in mips, not worst-case size)
- Fixed assets that reported zero bytes as their size not being tracked as "unknown size"
- Fixed root-level assets sometimes getting bundled into the "SHARED" group
- Fixed Size Map no longer functioning when viewing large numbers of assets, such as all Engine Content
- Fixed Size Map having to be closed and reopened sometimes to show all of the correct references
- Fixed node text sometimes drawing with unintentionally huge fonts due to integer overflow
- Fixed the asset type name not being shown next to an asset name that had child references
- Fixed hard-to-read text labels due to node colors being desaturated too much at even shallow depth levels
[CL 2530259 by Mike Fricker in Main branch]