Commit Graph

26 Commits

Author SHA1 Message Date
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
Matt Kuhlenschmidt
4fa92bfa50 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3152045)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================

Change 3106449 on 2016/08/30 by Michael.Dupuis

	#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)

Change 3133997 on 2016/09/21 by Alex.Delesky

	#jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter.

Change 3134132 on 2016/09/21 by Jamie.Dale

	Added the "unattended" flag when running the localzation commandlets via UAT

Change 3134147 on 2016/09/21 by Frank.Fella

	Core - Add multitouch support to windows.

Change 3134349 on 2016/09/21 by Michael.Dupuis

	#jira UE-36151 Update the title bar to display the branch also

Change 3134355 on 2016/09/21 by Michael.Dupuis

	#jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file

Change 3134447 on 2016/09/21 by Alexis.Matte

	#jira UE-36064
	The SpriteComponent is now properly reused when duplicating a light.

Change 3134451 on 2016/09/21 by Alexis.Matte

	#jira UE-22782
	Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true

Change 3134457 on 2016/09/21 by Jamie.Dale

	FInternationalization::Leetify now deals with escape sequences correctly.

	This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly.

Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt

	Cleaned up some of the UI for the new material slot workflow (part 1)

Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt

	Fix crash clicking OK to the import mesh dialog in persona when a path is not selected.  The OK button is now disabled until a valid path is selected

Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt

	Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade

Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt

	Fix static analysis warnings in this file

Change 3134939 on 2016/09/21 by Nick.Darnell

	Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it.  Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data.  Improving the filter for automation window so it lets you put in a path, and find it that way.  Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match.

Change 3134941 on 2016/09/21 by Nick.Darnell

	Automation - Functional tests now support warnings as errors on a per test basis.  Continued itteration on screenshot comparison.

Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt

	Fixed size of material slots in persona details panel

Change 3135076 on 2016/09/21 by Nick.Darnell

	Automation - Adding a missing file.

Change 3135584 on 2016/09/22 by Gareth.Martin

	Removed unused ULandscapeInfo::BeginDestroy
	Slight cleanup to FLandscapeEditDataInterface::DeleteLayer

Change 3135585 on 2016/09/22 by Gareth.Martin

	New Count algo
	Const'd Copy/Accumulate/Transform

Change 3135599 on 2016/09/22 by Gareth.Martin

	Resolve crash if a Landscape Layer Info object is force deleted while it is in use :(
	#jira UE-35709

Change 3135724 on 2016/09/22 by Michael.Dupuis

	#jira UE-32662 Remove old migration code that was causing this side effect

Change 3135726 on 2016/09/22 by Nick.Darnell

	Slate - Removing the SLATE_PRE_MULTIPLY macro.

Change 3135730 on 2016/09/22 by Nick.Darnell

	UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent.

Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt

	Ensure any handles to the backbuffer are released before the backbuffer is resized

	https://jira.it.epicgames.net/browse/UE-30488

Change 3135810 on 2016/09/22 by Ben.Marsh

	Build: Compile tools before running automated tests.

Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt

	Ensure you can unpause after toggling play/pause with a keyboard shortcut.  We were processing the keybinding on key down AND up which caused the unpause to instantly pause again
	https://jira.it.epicgames.net/browse/UE-36276

Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt

	Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material.  The construction script was running before all the material had been set on all components.

Change 3136318 on 2016/09/22 by Alex.Delesky

	#jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus

Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt

	Fix crash restarting a mission in Odin

Change 3136741 on 2016/09/22 by Cody.Albert

	Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget

	#jira UE-36322

Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt

	Added guard against slate rendering with deleted materials.  In this will now be caught with a looged with the deleted material name.

Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt

	Removed the pooled draw elements stuff which is not used

Change 3137791 on 2016/09/23 by Nick.Darnell

	MediaPlayer - Removing .png from one of the style files, as that's not required.  Was causing warnings to be logged on load.

Change 3137793 on 2016/09/23 by Nick.Darnell

	Localization - Adjusting some log statements to say with instead of w/

Change 3137796 on 2016/09/23 by Nick.Darnell

	Slate - Adding missing and replacing corrupted style files in the editor.

Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt

	Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level

Change 3137876 on 2016/09/23 by Jamie.Dale

	Added allocation tagging to MProf2

	This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool).

	#jira UETOOL-950

Change 3137982 on 2016/09/23 by Gareth.Martin

	Added Invoke() support to CopyIf

Change 3137983 on 2016/09/23 by Gareth.Martin

	Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code
	- Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :)
	Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code

Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt

	Fixed Child Actor Template properties not visible after changing Child Actor Class

Change 3138079 on 2016/09/23 by Jamie.Dale

	Fixing some Clang warnings

Change 3138087 on 2016/09/23 by Jamie.Dale

	Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize

	GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize).

	Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate.

	#jira UETOOL-952

Change 3138127 on 2016/09/23 by Gareth.Martin

	Fixed crash when merging levels containing landscape
	#jira UE-36267

Change 3138821 on 2016/09/23 by Stephan.Jiang

	Fixes "Select all input node" doesn't work properly on output node.

	#jira UE-36335

Change 3138915 on 2016/09/23 by Stephan.Jiang

	Disable "select all linked nodes" for output nodes in material editor

Change 3139341 on 2016/09/25 by Nick.Darnell

	Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests.

Change 3139342 on 2016/09/25 by Nick.Darnell

	Landscape - Fixing some compiler errors on mac.

Change 3139345 on 2016/09/25 by Nick.Darnell

	Automation - Spelling and cleanup.

Change 3139346 on 2016/09/25 by Nick.Darnell

	Engine - Changing a check to an ensure, there's no reason to crash if this happens.

Change 3139347 on 2016/09/25 by Nick.Darnell

	Automation  - Making EFunctionalTestResult a BlueprintType

Change 3139348 on 2016/09/25 by Nick.Darnell

	Automation - Adding another test map.

Change 3139676 on 2016/09/26 by Michael.Dupuis

	#jira UE-32335 If we are a config object simply permit the transaction for undo/redo

Change 3139702 on 2016/09/26 by Nick.Darnell

	UMG - Making GetLocalHitLocation on UWidgetComponent virtual.

Change 3139760 on 2016/09/26 by Alexis.Matte

	Make sure we remove override materials from the list when the mesh point by the component has less materials.
	#jira UE-28845

Change 3139761 on 2016/09/26 by Alex.Delesky

	Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes.

	#jira none

Change 3139843 on 2016/09/26 by Alex.Delesky

	#jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly.

Change 3139880 on 2016/09/26 by Frank.Fella

	QAGame - Update multitouch test with less crashy assets?

Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt

	Fix selections having the potential to be out of sync after undo/redo

Change 3139928 on 2016/09/26 by Nick.Darnell

	Automation - tweaking the test maps some more.

Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt

	Fix false positive with the test for vaild materials being rendered by slate.

Change 3140912 on 2016/09/26 by Frank.Fella

	Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable.

Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt

	PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist)

Change 3141223 on 2016/09/27 by Jamie.Dale

	Updated UTextProperty::Identical to no longer compare display strings all the time

	It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent.

	#jira UE-36456

Change 3141242 on 2016/09/27 by Richard.TalbotWatkin

	Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer.
	#jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component
	Duplicated CL 3139370 from //UE4/Release-4.13
	Duplicated CL 3139878 from //UE4/Release-4.13

Change 3141323 on 2016/09/27 by Michael.Dupuis

	#jira UE-35081 Enable bDisplayEngineVersionInBadge by default

Change 3141798 on 2016/09/27 by tim.gautier

	Added UMG_DisplayWidget

Change 3143038 on 2016/09/28 by Jamie.Dale

	Added extra context to FTableRowBase::OnPostDataImport

	It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys).

Change 3143039 on 2016/09/28 by Jamie.Dale

	Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity

	Only texts which have the same display string pointer can have the same identity, so this is a much faster check.

Change 3143098 on 2016/09/28 by Gareth.Martin

	Fixed crash when loading duplicated landscape levels
	#jira UE-34890

Change 3143300 on 2016/09/28 by Gareth.Martin

	Fixed crash when duplicating a level containing a landscape through the content browser
	#jira UE-34890

Change 3143389 on 2016/09/28 by Jamie.Dale

	LastResort is no longer staged in shipping builds

	You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game).

	This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now.

Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt

	Fixed this file

Change 3143717 on 2016/09/28 by Michael.Dupuis

	Fixed lowercase

Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt

	Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming.  The viewport is rendered once and the render target is passed to slate instead of the entire viewport

Change 3143820 on 2016/09/28 by Alexis.Matte

	Use the PersonaToolikit to get the mesh

Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt

	Added guard for UE-36499

Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt

	Fix constructor init order

Change 3144821 on 2016/09/29 by Jamie.Dale

	Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize

	If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear.

Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt

	Added a commandlet to allow command line importing of any asset type the engine supports.
	- Intermediate checkin

Change 3144875 on 2016/09/29 by Nick.Darnell

	Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test.

Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt

	Disable auto-applying of scalability settings
	The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff.

Change 3145274 on 2016/09/29 by Jamie.Dale

	New asset menu no longer has a scrollbar on most displays

Change 3146004 on 2016/09/29 by Matt.Barnes

	Adding two FBX test files to help facilitate QA coverage on the new material/section workflow.

Change 3146377 on 2016/09/30 by Gareth.Martin

	Fixed landscape rendering errors after using the "change component size" tool
	- also affected initial import of a landscape+weightmaps
	#jira UE-34518

Change 3146455 on 2016/09/30 by Jamie.Dale

	Fixing more menus that had scrollbars due to only being able to use half the vertical resolution

Change 3146466 on 2016/09/30 by Gareth.Martin

	Fixed not being able to erase foliage attached to BSP
	#jira UE-36297

Change 3146471 on 2016/09/30 by Jamie.Dale

	Can no longer localize sequences via the Content Browser

Change 3146569 on 2016/09/30 by Jamie.Dale

	Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing

Change 3147116 on 2016/09/30 by Michael.Dupuis

	#jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker)

Change 3148091 on 2016/10/01 by Matt.Barnes

	Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively

Change 3148714 on 2016/10/03 by Nick.Darnell

	PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts)

	#jira UE-35568

Change 3148793 on 2016/10/03 by Nick.Darnell

	Automation - TPS for SM_Cornellbox

Change 3148801 on 2016/10/03 by Nick.Darnell

	PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy)

	#jira UE-36711

Change 3148805 on 2016/10/03 by Nick.Darnell

	PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454)

	#jira UE-36715

Change 3148813 on 2016/10/03 by Nick.Darnell

	UMG - The retainer now contains the SVirtualWindow directly in the hierarchy.  This should now make it possible to reliably focus elements inside the retainer widget.

Change 3148855 on 2016/10/03 by Gareth.Martin

	Fixed performance regression when importing landscape heightmaps
	#jira UE-36659

Change 3149482 on 2016/10/03 by Cody.Albert

	Added link to Support landing page to Help menu

	#jira UE-36603

Change 3149520 on 2016/10/03 by tim.gautier

	Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality.

Change 3149945 on 2016/10/04 by Gareth.Martin

	Fixed invisible landscape components when using tessellation on landscape material
	#jira UE-35494

Change 3149951 on 2016/10/04 by Gareth.Martin

	Reduced material update log spam when creating and editing landscapes
	- Some will remain, landscape fundementally manipulates a lot of material instances
	#jira UE-34440

Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt

	Fix not crashing when trying to clear objects which have a specific class filter in the property settings
	https://jira.it.epicgames.net/browse/UE-36692

Change 3150614 on 2016/10/04 by Nick.Darnell

	Git - Disabling some logging in non-debug builds of the git source control plugin.

Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt

	Fix loc warnings in these files (duplicate loc keys)

Change 3151679 on 2016/10/05 by Nick.Darnell

	Editor - Fixing the build, removing the VREditor module from the dynamically loaded list.

Change 3151722 on 2016/10/05 by Gareth.Martin

	Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration

Change 3151816 on 2016/10/05 by Gareth.Martin

	Fixed more breakage to Landscape caused by Dev-VREditor from main integration

[CL 3152072 by Matt Kuhlenschmidt in Main branch]
2016-10-05 13:23:01 -04:00
Nick Darnell
6d921f179a Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden

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

Change 2771249 on 2015/11/18 by Joe.Tidmarsh

	Ensure that UCircularThrobber's Radius determines the widget's desired size when a child of UCanvasPanelSlot.
	#jira UE-23186

Change 2794402 on 2015/12/08 by Joe.Tidmarsh

	Reverting recent changes to Circular throbber. It's unintuative to enforce Size To Content. Will find some other solution.

Change 2803507 on 2015/12/15 by Richard.TalbotWatkin

	BSP poly extrusion can now only be done in the normal direction of the poly.
	#jira UE-24168 - BSP face breaks off when extruding on Y or Z axes

Change 2803510 on 2015/12/15 by Richard.TalbotWatkin

	Building new static mesh LODs now initializes override vertex colors based on LOD0.
	#jira UE-23747 - CLONE - if LODs are generated for meshes with vertex colors in a level the vertex colors dont propagate to the LOD in the level

Change 2808877 on 2015/12/18 by Alexis.Matte

	Make sure the delta scale sign is swap when we have multiple axis with different sign current axis value
	#jira UE-21574

	#codereview nick.darnell

Change 2810114 on 2015/12/21 by Alexis.Matte

	#jira UE-23769
	We now expose a message telling the user that we found some mesh that are not reference by any scene node in the fbx file.

	#codereview nick.darnell

Change 2810211 on 2015/12/21 by Richard.TalbotWatkin

	Fixed issue with Show Only Selected not showing members of actor groups.
	#jira UE-24453 - CLONE - Show Selected is broken for certain Orion meshes

Change 2811035 on 2015/12/22 by Alexis.Matte

	#jira UE-24671
	Polish UI

	#codereview nick.darnell

Change 2811123 on 2015/12/22 by Alexis.Matte

	#jira UE-21936
	We now can decide which fbx sdk compatibility version we can use when exportting to a fbx file.

	#codereview nick.darnell

Change 2812830 on 2015/12/28 by Richard.TalbotWatkin

	Prevent engine assets' properties from having project assets assigned to them.
	#jira UE-18215 - Details panel: prevent engine content from referencing game content

Change 2812854 on 2015/12/28 by Richard.TalbotWatkin

	Fixed issue where floating windows were having their border size erroneously added again and again.  Allowed PIE windows to not respect work area bounds if they are created centered, so that they can overlap off the edge of the screen.
	#jira UE-24465 - 10 Pixels Added to Width & Height of Floating Editor Windows Each Time Project is Reopened
	#jira UE-24364 - "Always Center Window to Screen" No Longer Functioning in New Editor Window (PIE)

Change 2812875 on 2015/12/28 by Alexis.Matte

	#jira ue-22237
	first implementation for skeletal mesh scene import and reimport. Small refator to remove duplicate code in different fbx list ui.

	#codereview nick.darnell

Change 2813172 on 2015/12/29 by Alexis.Matte

	#jira ue-21656

	Partial submit, the base code is there to add all light type with there properties.

	#codereview nick.darnell

Change 2813403 on 2015/12/30 by Richard.TalbotWatkin

	PIE in New Editor Window now respects the Game Gets Mouse Control setting.  This provides a workaround for UE-24824 where attempting to drag a PIE window fails due to the viewport capturing and locking the mouse to itself in FSceneViewport::OnFocusReceived.

Change 2813429 on 2015/12/30 by Alexis.Matte

	#jira ue-21656
	-spotlight and point light support fbx attenuation
	-fix the light orientation so now directional and spotlight point to the same direction of the fbx

	#codereview nick.darnell

Change 2813456 on 2015/12/30 by Alexis.Matte

	#jira ue-21656

	-Import the camera from fbx

	#codereview nick.darnell

Change 2813457 on 2015/12/30 by Richard.TalbotWatkin

	Fixed issues with the code which determines whether the user is attempting to assign a game asset/class to an engine asset's property.
	#jira UE-18215 - Details panel: prevent engine content from referencing game content

Change 2813475 on 2015/12/30 by Richard.TalbotWatkin

	Removed erroneous debug code.

Change 2814451 on 2016/01/04 by Joe.Tidmarsh

	Fixed Tint colour for circular throbber.
	#jira UE-24445

Change 2814546 on 2016/01/04 by Richard.TalbotWatkin

	Force Message Log to update its category list if a new category is added while it is open.
	#jira UE-24266 - Message Log not updating Categories in Real-Time

Change 2814613 on 2016/01/04 by Alexis.Matte

[CL 2851481 by Nick Darnell in Main branch]
2016-02-01 14:57:29 -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
Richard TalbotWatkin
b6fbc40050 Fixed issues where assets pending delete were sometimes not showing up in the list of files to commit.
#jira UE-19982 - Deleted assets don't appear on the list of assets to submit to SVN

[CL 2656297 by Richard TalbotWatkin in Main branch]
2015-08-14 13:07:16 -04:00
Thomas Sarkanen
cb1ff57300 Fixed SVN status updates taking a long time
Added a hint flag to prevent us from needing to perform whole-repo updates for every multi-file status update (such as those in the content browser). This also keeps the performance improvements we get form querying the workign copy root when 'Submit to source control...' is clicked.

Also added a temp fix for a crash when initializing the file list in the submit dialog where plugin content would not resolve package names correctly. Right now we just display the filename. A proper fix is hopefully incoming from Rob M (listed as UE-11493) which measn we can revert back to using package names.

From this UDN:
https://udn.unrealengine.com/questions/238672/potential-threading-issue-using-subversion-in-edit.html

UE-11466 - SVN status can take a very long time in certain circumstances, and possibly crash

[CL 2473604 by Thomas Sarkanen in Main branch]
2015-03-10 07:41:56 -04:00
Jamie Dale
7acb1b77bd Fixed some new code that was providing text to Slate as FString rather than FText
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)

[CL 2455943 by Jamie Dale in Main branch]
2015-02-23 06:32:47 -05:00
Richard TalbotWatkin
44e15875cd Added the ability to commit file deletions from the editor.
#jira UE-6304 - Source Control: Add the ability to commit file deletions from the editor
#reviewedby Thomas.Sarkanen

[CL 2446774 by Richard TalbotWatkin in Main branch]
2015-02-16 05:11:32 -05:00
Richard TalbotWatkin
045ca38692 Moved Source Control actions button into level toolbar.
#jira UE-1512 - NUX: Move Source Control button somewhere more discoverable

[CL 2405840 by Richard TalbotWatkin in Main branch]
2015-01-14 06:59:46 -05:00
Nick Darnell
90e793745c Slate - ESlateCheckBoxState has been renamed to ECheckBoxState.
[CL 2384008 by Nick Darnell in Main branch]
2014-12-10 14:24:09 -05:00
Richard TalbotWatkin
9857379fb9 Fixed resizable source control submit widget on Mac.
#jira UE-6004 - Submit Files window cannot be resized, can cut off paths

[CL 2383461 by Richard TalbotWatkin in Main branch]
2014-12-10 10:07:46 -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
Richard TalbotWatkin
5817c35ebe Made Source Control Submit window user-resizable.
#jira UE-6004 - Submit Files window cannot be resized, can cut off paths

[CL 2374575 by Richard TalbotWatkin in Main branch]
2014-12-03 04:26:39 -05:00
Richard TalbotWatkin
885836511e Made Error message in submit to source control dialog stand out more.
#jira UE-5758 - "Submit Files" dialog doesn't explain why the "Ok" button is disabled

[CL 2374540 by Richard TalbotWatkin in Main branch]
2014-12-03 02:58:15 -05:00
Richard TalbotWatkin
cec2305ea1 Config files are now presented in the "Check in files" dialog along with package files.
#jira UE-5250 - Submit to Source Control does not see edited project settings
#reviewedby Matt.Kuhlenschmidt

[CL 2364638 by Richard TalbotWatkin in Main branch]
2014-11-19 03:23:44 -05:00
Wes Hunt
31e2bb00ac Removed a bunch of stuff from Slate standard include, created SlateBasics.h
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN

[CL 2329610 by Wes Hunt in Main branch]
2014-10-14 22:50:06 -04:00
Jamie Dale
0015c5bd10 Converted the source control commit comment to use a multi-line editable text control
ReviewedBy Thomas.Sarkanen
#codereview Max.Preussner

[CL 2223250 by Jamie Dale in Main branch]
2014-07-18 10:10:04 -04:00
Nick Darnell
2e2dcaa6b2 UMG - ESlateCheckBoxState is now an actual Enum. This required updating a lot of code that was using auto conversion from bool to int. Fixing a lot of issues with garbage collecting and circular references, old button/border widgets will be broken by this checkin. No longer crashing on exit of PIE.
[CL 2111919 by Nick Darnell in Main branch]
2014-06-20 12:37:24 -04:00
Richard TalbotWatkin
cae2251bba Changed all instances of notifications with a "Show Log" hyperlink to be more precise about which log they will open.
#ttp 338544 - EDITOR: Update Notifications "Show Log" to "Show Output Log"
#branch UE4
#change Changed hyperlink text to be more specific in individual instances of FNotificationInfo objects.
#reviewedby Chris.Wood

[CL 2108221 by Richard TalbotWatkin in Main branch]
2014-06-17 12:05:50 -04:00
Thomas Sarkanen
e27e005773 Source control copies now integrate/copy instead of Delete + Add
TTP# 334923 - EDITOR: Perforce Integration (Move -> Delete + Add instead of Integrate)

New API: Added ISourceControlRevision::GetBranchSource.
Made sure the P4 and SVN providers perform integrates/copies so that history is maintained across file copies & moves.
Also fixed SCC icons not refreshing sometimes until source control operation has completed.
Added new branch icon.
Fixed date display in history.
This required some fairly nasty fixup to get it all working within the Editor copy code path, but the majority of the changes are in the source control providers.

reviewed by Andrew.Brown

[CL 2095604 by Thomas Sarkanen in Main branch]
2014-06-05 12:10:47 -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
Thomas Sarkanen
8c30db8697 Submit message icon is no longer a 'stop' symbol
Changed the message log direct notify to a custom notification so the icon gets set to something less aggressive (message log uses the 'worst' message on the current log page for the icon).

TTP# 333620 - Editor: Source Control: Error icon displayed when submitting to source control

reviewed by Andrew.Rodham

[CL 2060917 by Thomas Sarkanen in Main branch]
2014-05-01 06:07:37 -04:00
Barnabas McManners
8f4029c81c #TTP 332496 - EDITOR: Submit files dialog does not use the standard dialog button sizes.
#branch UE4

#proj Editor.SourceControlWindows

#summary The submit files dialog now follows the same style as the rest of the engine.

#change Change the buttons to use the established method of crating uniformly sized buttons.

#reviewedby Chris.Wood

[CL 2053199 by Barnabas McManners in Main branch]
2014-04-23 20:04:28 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00