Commit Graph

28 Commits

Author SHA1 Message Date
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
aurel cordonnier
50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
Jeff Farris
88d3c0c302 Editgrating 14474663 to UE5 to fix spline component crash (In spline details customization, update the active spline visualizer when a point is initially selected rather than when customization is created.)
#fyi christina.temlelaarl

[CL 14519268 by Jeff Farris in ue5-main branch]
2020-10-19 18:03:35 -04:00
Marc Audy
50a3d7d368 Merge Release-Engine-Staging to Main @ CL# 14467590
This represents UE4/Main @ 14432125 + some cherrypick fixes

[CL 14468207 by Marc Audy in ue5-main branch]
2020-10-09 22:42:26 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
ryan durand
627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00
Robert Manuszewski
7b6f840f7f Copying //UE4/Dev-Core @ 10708550 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 10708666 by Robert Manuszewski in Main branch]
2019-12-13 11:07:03 -05:00
richard talbotwatkin
014f04b394 Fix to SplineComponentVisualizer so that it handles external code changing the number of spline points from underneath it.
#jira UE-58680
#rb none

#ROBOMERGE-SOURCE: CL 9886489 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v553-9872581)

[CL 9886492 by richard talbotwatkin in Main branch]
2019-10-29 17:04:14 -04:00
christina tempelaarl
9b80a2751c Changes to facilitate derived spline component visualizers.
#jira UE-76282
#rb matt.kuhlenschmidt


#ROBOMERGE-SOURCE: CL 9248925 via CL 9248984
#ROBOMERGE-BOT: (v443-9013191)

[CL 9248988 by christina tempelaarl in Main branch]
2019-09-27 19:19:41 -04:00
nicolas nebel
eb87176d9c Fix include cycle in SplineGeneratorPanel.h
#jira UE-80239
#rb none


#ROBOMERGE-SOURCE: CL 8656997 via CL 8667134
#ROBOMERGE-BOT: (v417-8656536)

[CL 8667231 by nicolas nebel in Main branch]
2019-09-12 19:22:27 -04:00
nicolas nebel
84a00a91a7 Tools: Add panel to spline context menu to easily create simple shapes with splines, add options to set visibliity and scale of the cine rail preview mesh
#rb christina.tempelaarl, max.chen


#ROBOMERGE-SOURCE: CL 8614943 via CL 8629397
#ROBOMERGE-BOT: (v409-8614070)

[CL 8631380 by nicolas nebel in Main branch]
2019-09-10 21:03:06 -04:00
Chris Gagnon
2e87118a18 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) Interim 4.24.
#rb none

[CL 8614014 by Chris Gagnon in Main branch]
2019-09-10 11:35:20 -04:00
christina tempelaarl
9b4d33d462 Added spline point "Align Perpendicular to Nearest Point" menu option.
#jira UE-76282
#rb matt.kuhlenschmidt


#ROBOMERGE-SOURCE: CL 8090647 via CL 8095882
#ROBOMERGE-BOT: (v401-8057353)

[CL 8095986 by christina tempelaarl in Main branch]
2019-08-16 13:55:51 -04:00
christina tempelaarl
082a0b97b6 Spline component - added bi-directional alt-drag, updating tangents properly to avoid loops, interpolate metadata.
#jira UE-76282
#rb matt.kuhlenschmidt


#ROBOMERGE-SOURCE: CL 8090572 via CL 8095875
#ROBOMERGE-BOT: (v401-8057353)

[CL 8095983 by christina tempelaarl in Main branch]
2019-08-16 13:55:36 -04:00
christina tempelaarl
c2a320bc42 Added Select All Spline Points menu option.
#jira UE-76282
#rb none


#ROBOMERGE-SOURCE: CL 7841944 via CL 7860809
#ROBOMERGE-BOT: (v389-7813075)

[CL 7860859 by christina tempelaarl in Main branch]
2019-08-08 00:47:57 -04:00
christina tempelaarl
40269afe97 Added Snap/Align To Nearest Spline Point.
Removed Snap/Align To Marked Point.
#jira UE-76282
#rb matt.kuhlenschmidt


#ROBOMERGE-SOURCE: CL 7646924 via CL 7646943
#ROBOMERGE-BOT: (v372-7473910)

[CL 7646949 by christina tempelaarl in Main branch]
2019-07-27 19:58:09 -04:00
christina tempelaarl
1fff3b9340 Spline component updates for spline control points:
- added Snap/align to marked spline point.
- added Snap/align to floor.
- added Frustum/box select.
- added Focus on selection.
#jira UE-76282
#rb matt.kuhlenschmidt


#ROBOMERGE-SOURCE: CL 7454997 via CL 7463024
#ROBOMERGE-BOT: (v371-7306989)

[CL 7463216 by christina tempelaarl in Main branch]
2019-07-19 16:11:36 -04:00
matt kuhlenschmidt
fec6df23a9 Fix water body actor generated mesh components being left behind when duplicated
Fix water spline metadata not appearing when selecting a key



#ROBOMERGE-SOURCE: CL 7059548 via CL 7059974
#ROBOMERGE-BOT: (v367-6836689)

[CL 7059987 by matt kuhlenschmidt in Main branch]
2019-06-17 21:00:47 -04:00
Chris Gagnon
8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -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