Commit Graph

182 Commits

Author SHA1 Message Date
kevin hamilton
e46769ebad Automation: Merging //depot/Partners/Zombie/UE4-iOS/... to //depot/UE4/...
Milestone 4
 -Added support for grouping devices based off MachineName, Platform, OSVersion, Model, GPU, CPU, RAM, or RenderMode.
 -Added a graphical test result section to show relative times between instances.

[CL 2076099 by kevin hamilton in Main branch]
2014-05-16 17:44:18 -04:00
Rene Rivera
b074eef5ff Fix detection of model and device for some Android devices. We now also try and query the property information on the device if we can't get it from the adb devices list.
#codereview JJ.Hoesing

[CL 2075604 by Rene Rivera in Main branch]
2014-05-16 11:22:43 -04:00
Thomas Sarkanen
ecaf01661c Prevented source control state from being fetched for every content browser widget
Instead of using the (cached) state, we cache the brush to use to display the state and only hit the state cache when state changes.
Also updated Execute() calls to providers to only do relative-path conversions if the path is already relative.
Added SourceControlHelpers::AbsoluteFilenames to aid conversion.

TTP# 335201  - ContentBrowser: Improve idle performance

#codereview Andrew.Brown

[CL 2075346 by Thomas Sarkanen in Main branch]
2014-05-16 06:46:44 -04:00
Ben Marsh
4cc9c102b6 Change detection of default engine for projects; just look for any valid engine directory up the hierarchy.
[CL 2074365 by Ben Marsh in Main branch]
2014-05-15 13:07:56 -04:00
Thomas Sarkanen
06466ce255 Added CanCheckIn() to ISourceControlProvider
To allow for further abstraction & extension using DVCS systems like Git & Mercurial, we expose a new CanCheckIn() function that is used when determing 'modifed' files to check in.

#github https://github.com/EpicGames/UnrealEngine/pull/151

TTP# 335099 - [GitHub] 151 : Add ISourceControlState::CanCheckIn()

reviewed by Max.Preussner

[CL 2073950 by Thomas Sarkanen in Main branch]
2014-05-15 04:14:04 -04:00
Ben Marsh
25264358fd Fix updates not writing out to the log in FWindowsNativeFeedbackContext.
[CL 2073609 by Ben Marsh in Main branch]
2014-05-14 19:56:42 -04:00
Ben Marsh
39ddb49221 Clean binaries and intermediates before upgrading projects. Prevents stale build products, and allows detecting missing binaries on startup.
[CL 2073589 by Ben Marsh in Main branch]
2014-05-14 19:11:30 -04:00
Ben Marsh
b4d4fe3f07 Add a Mac FFeedbackContext which shows the log window during slow tasks. Windows version displays a nice status message and progress bar, but this will do for now. Will be used to recompile out-of-date binaries on startup.
#codereview Michael.Trepka

[CL 2073573 by Ben Marsh in Main branch]
2014-05-14 18:56:27 -04:00
Ben Marsh
9154520358 CIS fix for Win32.
[CL 2073374 by Ben Marsh in Main branch]
2014-05-14 16:20:51 -04:00
Ben Marsh
661056258e Don't re-read launcher installation list if the timestamp hasn't changed.
[CL 2073301 by Ben Marsh in Main branch]
2014-05-14 15:20:39 -04:00
Bob Tellez
5005cdb1f5 Merging Dev->Main CL#2066578 using UE4-Fortnite-To-UE4.
[CL 2073265 by Bob Tellez in Main branch]
2014-05-14 15:00:32 -04:00
Ben Marsh
45ebc11eb9 Add native feedback context for Windows, and use it to display project file generation progress in UnrealVersionSelector. Also generate project files when switching versions.
[CL 2073201 by Ben Marsh in Main branch]
2014-05-14 14:53:19 -04:00
Max Preussner
c6855b9f9c documentation fixes
[CL 2073073 by Max Preussner in Main branch]
2014-05-14 14:51:08 -04:00
Max Preussner
26ec746232 added missing documentation; removed redundant line breaks
[CL 2073071 by Max Preussner in Main branch]
2014-05-14 14:50:57 -04:00
Mark Satterthwaite
81cc885bad Changes for running 'clang -E' to preprocess & then calling clang to compile the output in separate stages.
Necessary for using a distributed compiler on OS X. Updated for recent changes that caused more preprocess problems.
#codereview michael.trepka, jack.porter

[CL 2072853 by Mark Satterthwaite in Main branch]
2014-05-14 09:22:59 -04:00
Mark Satterthwaite
04c8c4476f Fix standalone Slate tooltips on OS X from appearing as garbage since the work done to improve the Editor performance. The standalone renderer needed the same code to perform context updates & temporarily disable/enable screen updates. Also fixed a bug in the MacWindow code that could result in setting an incorrect frame.
#codereview michael.trepka

[CL 2072757 by Mark Satterthwaite in Main branch]
2014-05-14 06:42:24 -04:00
Mark Satterthwaite
d57b15489a Fix linking of ScreenShotComparison on Mac - one of the functions in Slate depends on UObjectBase::GetFName().
#codereview michael.trepka

[CL 2072726 by Mark Satterthwaite in Main branch]
2014-05-14 05:52:13 -04:00
Dmitriy Dyomin
c6d6f9446d World Browser UX improvements
Splitted World Browser views into three independent windows, each window can be summoned from a hierarchy view or details view toolbar
World composition can now be toggled through WorldSettings - bEnableWorldComposition. Once enabled persistent level will be treated as a world root. No more '?worldcompistion' parameter workarounds. 'Open World' command was removed, as levels saved with world composition enabled can be open through 'Open Level' command.
Added bEnableWorldOriginRebasing parameter to WorldSettings, which contols whether world origin shifting should be used

[CL 2072584 by Dmitriy Dyomin in Main branch]
2014-05-14 02:16:14 -04:00
Ben Marsh
5b0771bf78 Improve project discovery in the project browser.
- All projects referenced by .uprojectdirs are included, rather than using a separate hard-coded list of paths.
- Samples installed by the launcher are included.

[CL 2072300 by Ben Marsh in Main branch]
2014-05-13 19:34:00 -04:00
Ben Marsh
6251d1c57e Change project 'upgrades' to be based on the format of the project file and nothing to do with engine version or association, and allow the UpdateGameProject commandlet to always write latest version information to the file.
[CL 2072245 by Ben Marsh in Main branch]
2014-05-13 18:23:53 -04:00
Jaroslaw Surowiec
59f4990063 Profiler - Raw stats files should use stored SecondsPerCycle, instead of the current one
[CL 2072221 by Jaroslaw Surowiec in Main branch]
2014-05-13 18:13:41 -04:00
Jaroslaw Surowiec
0b76f74d4a Profiler - Fixed a crash that may happen when loading a large stats file
[CL 2072085 by Jaroslaw Surowiec in Main branch]
2014-05-13 17:46:17 -04:00
Max Preussner
1b3da8a50f Settings: Fix for setting Project Settings as default clears redirects (TTP# 334046)
To fix the loss of redirects we added corresponding UProperties in UEngine.
To fix the corruption of the Default INI on shutdown we are now only saving to Default from the Settings UI.

#CodeReview: thomas.sarkanen

[CL 2071719 by Max Preussner in Main branch]
2014-05-13 12:16:04 -04:00
kevin hamilton
6b46dd0ced Merging //depot/Partners/Zombie/UE4-iOS/...to //depot/UE4/...
Automation: Milestone 3 and fixes for milestone 2

 -Added new EditorShot command to take editor screenshots
 -Made the ExterialTool options use the dierctory picker
 -Fixed a bug with the StaticMeshEditor test if the tutorial pops up
 -StaticMeshUV test now uses async package loading
 -Added a display every Nth screenshot to the screenshot compre tab
 -Added support to disable screenshots or request full size ones
 -Changed the screenshots so they save to the game directory even if you run the frontend by itself
 -Added screenshot support for the load all maps tests

[CL 2071712 by kevin hamilton in Main branch]
2014-05-13 12:08:56 -04:00
Michael Trepka
13d3f5bac7 Implemented FDesktopPlatformMac::RegisterEngineInstallation()
#codereview Ben.Marsh

[CL 2071541 by Michael Trepka in Main branch]
2014-05-13 10:10:18 -04:00