Commit Graph

393 Commits

Author SHA1 Message Date
Dmitriy Dyomin
a4f4835a01 Fixed: Entering Foliage mode should warn before closing Matinee UE-10082
[CL 2616346 by Dmitriy Dyomin in Main branch]
2015-07-10 03:57:54 -04:00
Nick Atamas
00a5a87e78 Fixed UE-18232 SProjectBadge does not consistently show tooltip.
[CL 2615740 by Nick Atamas in Main branch]
2015-07-09 16:20:12 -04:00
Martin Mittring
bf5590aaba minor polish on UI for FoV
[CL 2615225 by Martin Mittring in Main branch]
2015-07-09 11:43:27 -04:00
Richard TalbotWatkin
6f07f74590 Optimizations to setting the material or its texture transform on a BSP surface.
#jira UE-16413 - Applying materials to BSP takes a long time once shells reach a basic level of complexity

Previously, setting a material or its texture transform on a BSP surface triggered CommitModelSurfaces, which iterated all the ModelComponents in the level and caused (among other things) the physics state to be recreated, a very expensive operation.  This is clearly unnecessary when only the surface material or texture transform has changed, so introduced a new path in which only the Material Index Buffers are updated for the level's UModel.

[CL 2613582 by Richard TalbotWatkin in Main branch]
2015-07-08 11:06:33 -04:00
Timothy Reynolds
cd3a1f29ec Allowed mac viewport to display engine controls overlay. Added linux as well.
UE-6657

#codereview Matt.Kuhlenschmidt

[CL 2612331 by Timothy Reynolds in Main branch]
2015-07-07 10:39:45 -04:00
Richard TalbotWatkin
6f55d19959 Deprecated BrushComponent PrePivot. Replacement is a generic pivot offset property on AActor which is used when positioning the pivot for selected actors in the editor. Improved viewport click handling.
#jira UE-16419 - If you right click on a vert to snap a pivot of a brush to that location, it will automatically reset the pivot back to the origin after your next mouse click.
#reviewedby Matt.Kuhlenschmidt

[CL 2612043 by Richard TalbotWatkin in Main branch]
2015-07-07 03:41:52 -04:00
Steve Robb
7661666dcb Error when a module is both a dependency and dynamically loaded.
Fixes for lots of existing modules by removing all dynamically loaded duplicates (this is probably not the correct solution, but is the safest).

#codereview robert.manuszewski

[CL 2610845 by Steve Robb in Main branch]
2015-07-06 05:46:20 -04:00
Max Chen
d2a17b7107 Fix typo - Cinemaic -> Cinematic
[CL 2607080 by Max Chen in Main branch]
2015-07-01 00:54:25 -04:00
Nick Darnell
932aae5866 UMG - Drag/Drop for UMG now properly maps the cursor to a user widget and no longer shows the native cursor in addition to the custom cursor if any. Also fixed a crash issue on mobile where the platform doesn't have a cursor object, be we still attempted to interact with it on drag/drop operations.
[CL 2606315 by Nick Darnell in Main branch]
2015-06-30 15:45:41 -04:00
Matt Kuhlenschmidt
11dcdec78c Renamed AllowMatineePreview to AllowCinematicPreview since it will be used for Sequencer and Matinee for the time being.
[CL 2603841 by Matt Kuhlenschmidt in Main branch]
2015-06-29 09:24:16 -04:00
Ben Marsh
b4e25c6613 Fix hot reload not working correctly with UnrealGameSync; having a build changelist does not necessarily mean that the build is promoted any more. Renamed FEngineVersionBase::IsPromotedBuild() to FEngineVersionBase::HasChangelist(), and use FApp::GetEngineIsPromotedBuild() instead.
#codereview Robert.Manuszewski, Bob.Tellez

[CL 2602096 by Ben Marsh in Main branch]
2015-06-26 09:25:56 -04:00
Matt Kuhlenschmidt
85cba6dd2c Far View Plane for level editor viewports is now saved between sessions
[CL 2600830 by Matt Kuhlenschmidt in Main branch]
2015-06-25 13:23:26 -04:00
Richard TalbotWatkin
d197407b42 Major optimizations to the BSP building process, and BSP Undo.
#jira UE-16405 - Hitch occurs when undoing BSP manipulations

Summary of changes:
- Added 'fuzzy map' for quick look up of nearly equal FVectors, improving the BSP rebuild algorithm from O(n^4) to O(n*m) where m is much smaller than n.
- Added 'fuzzy map' for quick look up of nearly equal FPlanes, improving plane merging from O(n^2) to O(n).
- Changed TTransArrays in UModel to regular arrays, to remove a lot of transaction modifies during BSP rebuild.
- UModel array allocations are now allocated upfront where possible, instead of constant dynamic resizing.
- Optimized algorithm used by UModelComponent::GenerateElements to reduce allocations and simplify map lookups.
- Removed call to ULevel::CommitModelSurfaces in UModelComponent::PostEditUndo, which was causing an enormous amount of unnecessary work on each undo operation.  It is now done, as ever, by UWorld::Tick.

#reviewedby Matt.Kuhlenschmidt

[CL 2600444 by Richard TalbotWatkin in Main branch]
2015-06-25 09:42:17 -04:00
Matt Kuhlenschmidt
c7dde12a55 Fix issues with sequencer not opening properly when clicking on a new movie scene from the content browser when one is already open.
#codereview max.chen

[CL 2599501 by Matt Kuhlenschmidt in Main branch]
2015-06-24 15:57:37 -04:00
Ben Cosh
0c30f487d4 This change adds a delegate to monitor if the currently selected blueprint component is recompiled whilst currently displaying its details in the in world component editor and forces a details refresh in that instance. re-worked change from CL 2547405 due to some remaining issues.
#UE-11573 - Overriden property values do not survive property renames in Actor Components
#Branch UE4
#Proj LevelEditor

#info this change is more scoped and more robust than CL 2547405.

[CL 2593389 by Ben Cosh in Main branch]
2015-06-19 09:39:22 -04:00
Mike Fricker
ba90c9987d Fixed editor viewports not remembering maximized state after shutting down in immersive mode (UE-17108)
[CL 2593317 by Mike Fricker in Main branch]
2015-06-19 07:27:02 -04:00
Jurre DeBaare
56fe6969ad Added (optional) display of Engine Version Number in the ProjectBadge
[CL 2585517 by Jurre DeBaare in Main branch]
2015-06-12 06:33:56 -04:00
Richard TalbotWatkin
98522878d4 Fixed issue where selecting a surface with no actor selected does not bring up the details panel specialization for the surface properties.
#jira UE-16765 - Details panel is blank when selecting BSP surfaces if 'Clicking BSP Enables Brush' is disabled.

[CL 2584208 by Richard TalbotWatkin in Main branch]
2015-06-11 10:36:56 -04:00
Frank Fella
ca7f7888f5 Sequencer - Add features to allow for better in-timeline editing of animations.
+ Add a toolbar button for adding additional objects to animate.
+ Add combo buttons to object binding tracks for adding additional property tracks.
+ Make the animation outliner resizable.
+ Add widgets for editing key values to the animation outliner.
+ Add buttons for navigating to previous and next keys, and for adding a key at the current time to the animation outliner.

[CL 2583673 by Frank Fella in Main branch]
2015-06-10 21:28:02 -04:00
Matthew Griffin
5c024a63c5 Moved Plugins menu item under Settings/Configuration
Added WorldProperties icons back in as we want to show them in the settings sub menu now to match plugins.

UE-16205

[CL 2581017 by Matthew Griffin in Main branch]
2015-06-09 05:03:00 -04:00
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
Timothy Reynolds
312809f542 Updated help button tooltips, including forums, wiki, documentation, and answer hub.
UE-16486, UE-16487

#codereview Matt.Kuhlenschmidt

[CL 2577167 by Timothy Reynolds in Main branch]
2015-06-04 12:31:03 -04:00
Jamie Dale
23592d149c Converted FUIAction to use ECheckBoxState when reporting its check state
There are now overloads to FUIAction that take a FGetActionCheckState delegate which is able to return any of the entries from ECheckBoxState. FIsActionChecked still exists for backwards compatibility, and converts the returned bool into a ECheckBoxState via a passthrough function.

#codereview Matt.Kuhlenschmidt

[CL 2570717 by Jamie Dale in Main branch]
2015-05-29 12:57:25 -04:00
Mike Fricker
44140db36d Deprecated PreUnloadCallback and PostLoadCallback for modules
- PreUnloadCallback() was not called in all cases a module could be unloaded (Buggy!)
- PostLoadCallback() was never called for modules unless the module happened to be loaded with LoadModuleWithCallback().  (Very confusing!)
- These functions were really just called when dynamically unloading and loading modules (not hot reload, and not when starting up or shutting down.)  This was very confusing.  For the most part you can achieve the same result by overriding StartupModule() and ShutdownModule().
- Additional context: CL 1607584 and https://udn.unrealengine.com/questions/246629/why-is-preunloadcallback-not-called-in-unloadmodul.html

[CL 2562810 by Mike Fricker in Main branch]
2015-05-22 12:22:47 -04:00
Daniel Wright
62bfcac823 'Light Types' show menu
'Lighting Components' -> 'Ambient Occlusion' affects both DFAO and SSAO now
Added 'Screen Space Ambient Occlusion' show flag under 'Lighting Features'

[CL 2557658 by Daniel Wright in Main branch]
2015-05-19 16:32:45 -04:00