mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
3c2010d281269994deefcc86297a79247a9aeb34
18 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
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] |
||
|
|
7598af0532 |
Update copyright notices to 2019.
#rb none #lockdown Nick.Penwarden [CL 4662404 by Ben Marsh in Main branch] |
||
|
|
13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
||
|
|
6b6401e968 |
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3459469)
#lockdown Nick.Penwarden #rb none #rnx ========================== MAJOR FEATURES + CHANGES ========================== Change 3377136 on 2017/04/03 by Dan.Oconnor Reenable compilation manager Change 3377365 on 2017/04/03 by Dan.Oconnor Back out changelist 3377136 Change 3378131 on 2017/04/04 by Dan.Oconnor Enable compilation manager again after 3377912, 3378081, and 3378094 Change 3379268 on 2017/04/04 by Dan.Oconnor Disable compilation manager Change 3383505 on 2017/04/06 by Dan.Oconnor Enabling compilation manager - no known issues. Change 3430210 on 2017/05/09 by Dan.Oconnor Disable compilation manager while I think about fixes for UE-44780/UE-44794 #rnx Change 3431439 on 2017/05/09 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3431542 on 2017/05/09 by Dan.Oconnor Fix crash when opening a blueprint with missing variables and using the compilation manager #jira UE-43843 Change 3432743 on 2017/05/10 by mason.seay Added attachment test to map Change 3432836 on 2017/05/10 by Lukasz.Furman fixed behavior tree decorator's deactivation when it's placed on parallel task #jira UE-44817 Change 3432837 on 2017/05/10 by Lukasz.Furman fixed missing deactivation notifies in behavior tree nodes after forced stop of execution (StopTree call) #ue4 Change 3433065 on 2017/05/10 by Marc.Audy Timeline properties should be blueprint visible as they get expanded out to Get Property nodes Change 3433135 on 2017/05/10 by Lukasz.Furman added missing nav area registration call #jira UE-44144 Change 3433195 on 2017/05/10 by Marc.Audy de-auto #rnx Change 3433275 on 2017/05/10 by Phillip.Kavan #jira UE-44765 - Fix a regression that introduced a potential EDL cycle on load for UDynamicClass dependencies in a nativized build. Change summary: - Added new helper methods to FGatherConvertedClassDependenciesHelperBase for populating converted class, struct and enum dependency sets. - Minor refactor to FFindAssetsToInclude to more generally allow me to recursively add outer class and struct references as additional "used asset" dependencies, based on whether or not the type might also be getting converted. In CL#3416419 I was always adding owner class CDOs as a dependency even if the owner class was being converted, and this introduced the potential for an EDL cycle. #rnx Change 3433681 on 2017/05/10 by Mike.Beach Adjusting the component tree search bar to be below the AddComponent buttons for level editor instance-editing mode (not enough room with the BP button). Change 3433687 on 2017/05/10 by Ben.Zeigler Remove delegate redirector type, I never implemented it and it's not useful, dynamic delegates fixup based on parameter type/count and not name in most cases Change 3434005 on 2017/05/10 by Ben.Zeigler #jira UE-44890 Don't reset local variables that are containers of user structs, delta serialization isn't used for user structs so just keep the same string as before. This is not a regression and looks to have always been broken Change 3434011 on 2017/05/10 by Marc.Audy Fix LocalVariable Properties to be flagged as CPF_BlueprintVisible Change 3434026 on 2017/05/10 by Ben.Zeigler Add automated test utility functions to clear standalone flag, needed to allow testing async loading in the editor Change 3435245 on 2017/05/11 by mason.seay Submitting test assets for input testing and interactive loading screens Change 3435491 on 2017/05/11 by Mike.Beach CIS SA fix (fallout from CL 3433681) - removing trinary operator that selects from two identical values. Change 3435962 on 2017/05/11 by Ben.Zeigler Change it so PrimaryAssetLabels are editor only by default. This allows them to cook content without the label itself being cooked Change 3436322 on 2017/05/11 by Dan.Oconnor Fix for calling CopyTermDefaultsToDefaultObject at the wrong time when using the compilation manager, needs to be postponed until other defaults are copied #jira UE-44780, UE-44794 Change 3437205 on 2017/05/12 by Ben.Zeigler Change Persistent Ubergraph Frame references to be correctly weak. With the old method if an asset had subobjects those internal references would cause it to be strong. Now, it doesn't expose them to GC at all other than to register them for clearing if GC deletes those objects Change ObjectProperty to directly serialize object references when doing a reference collector, this is needed for above change so it will null the right value and not a stack local copy Remove NoStrongReference flag and SetShouldHandleAsWeakRef entirely, this makes the internal GC code simpler and faster Switch internals of GC to use FGCArrayStruct which has the serialize array as well as the weak references array Change 3437206 on 2017/05/12 by Ben.Zeigler Add Async loading functional test. This tests the LoadAsset and Convert nodes and ensures that the recent changes to ubergraph frame refs work properly Change 3437234 on 2017/05/12 by Ben.Zeigler Fix DirectoryPathStructCustomization to work properly with both LongPackageName and RelativeToGameContentDir set, before it was chopping off text and leaving nonsense Change 3437368 on 2017/05/12 by Dan.Oconnor Mirror 3434064, but with betterwhitespace. Prevents blueprint CDO subobjects from being stomped when using EDL Change 3439330 on 2017/05/15 by Ben.Zeigler First half of Blueprint API for AssetManager, this covers everything other than load/unload Rename GetPrimaryAssetIdFromData to ExtractPrimaryAssetIdFromData and make comments clearer that it works even if the asset isn't in the dictionary. Add GetPrimaryAssetIdForData to cover dictionary case Change it so modifying the asset manager settings within the editor will refresh the dictionary #jira UE-45016 Fix crash scanning empty paths Change 3439331 on 2017/05/15 by Ben.Zeigler AssetManager Functional tests. Set up EngineTest project to have some assets and an ini configuration Change 3439644 on 2017/05/15 by Dan.Oconnor Fix BlueprintCompilationManager running OnLevelScriptBlueprintChanged before CDO defaults were up to date #jira UE-44972 #rnx Change 3439992 on 2017/05/15 by Dan.Oconnor Add missing OptionallyRefreshNodes, which is a hot reload hack #jira UE-44970 #rnx Change 3440223 on 2017/05/15 by Ben.Zeigler Move StreamableManager GC callback to pre GC to avoid requring 2 GCs to delete unreferenced assets Change 3440406 on 2017/05/15 by Ben.Zeigler Fix bug with combined StreamableManager handles where the complete callback wouldn't correctly execute. This can happen when using the asset manager to load more than one asset at a time Change 3440879 on 2017/05/16 by Marc.Audy Fix casing on #include to fix Linux CIS error #rnx Change 3441137 on 2017/05/16 by Ben.Zeigler Fix it so ImportText/ExportText on an AssetObjectProperty correctly calls the StringAssetReferenceVersions, and fix a parse issue when importing class'/path' strings into the struct version Change |
||
|
|
3c94e3a725 |
Fix non-unity issues
#rb none #lockdown nick.penwarden [CL 3230434 by Matt Kuhlenschmidt in Main branch] |
||
|
|
37a47c18d0 |
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3228984)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3168749 on 2016/10/20 by Richard.TalbotWatkin Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry. #jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level Change 3169740 on 2016/10/20 by Nick.Darnell Automation - Removing old screenshots, working on new naming convention. Change 3169796 on 2016/10/20 by Nick.Darnell Automation - Adding new screenshots. Change 3169800 on 2016/10/20 by Nick.Darnell Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name. Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots. Change 3169901 on 2016/10/20 by Nick.Darnell Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots. Change 3169926 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170053 on 2016/10/20 by Cody.Albert Back out changelist 3169926 Change 3170067 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170382 on 2016/10/21 by Michael.Dupuis #jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor Change 3170520 on 2016/10/21 by Alex.Delesky #jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint Change 3170522 on 2016/10/21 by Alex.Delesky #jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button. Change 3170524 on 2016/10/21 by Alex.Delesky #jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor. Change 3170530 on 2016/10/21 by Alex.Delesky Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper #jira none Change 3170768 on 2016/10/21 by Cody.Albert Back out changelist 3170067 Change 3170795 on 2016/10/21 by Nick.Darnell JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties. Change 3170797 on 2016/10/21 by Nick.Darnell Automation - Fixing several warnings dealing with fbx testing. Change 3170921 on 2016/10/21 by Nick.Darnell Automation - Fixing more warnings with FBX tests. Change 3171109 on 2016/10/21 by Cody.Albert Added extension point for level editor viewport Show menu Change 3171812 on 2016/10/24 by Jamie.Dale Back out changelist 3163044 This broke wrapping for Japanese and Chinese. Change 3171842 on 2016/10/24 by Michael.Dupuis #jira UE-36400 Name each Parameter uniquely either from copy/paste of any creation menu Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1 Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type When editing a color property update the material expression preview Change 3171958 on 2016/10/24 by Alex.Delesky #jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions. Change 3171969 on 2016/10/24 by Nick.Darnell Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions. Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider) Change 3172035 on 2016/10/24 by Alex.Delesky Fix to build warning for 3171970 #jira none Change 3172078 on 2016/10/24 by Michael.Dupuis #jira UE-37626 Fetch property node from property handle if there is no property editor Change 3172143 on 2016/10/24 by Jamie.Dale Line-break iterators will now avoid breaking words in Hangul The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers. Change 3172418 on 2016/10/24 by Michael.Dupuis Fixed Static Analysis error Change 3173389 on 2016/10/25 by Michael.Dupuis #jira UE-9284 Make the UI appear only on hover and change icons size Change 3173918 on 2016/10/25 by Alex.Delesky #jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created. Change 3173966 on 2016/10/25 by Alex.Delesky #jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse. Change 3174847 on 2016/10/26 by Alex.Delesky #jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen. Change 3174916 on 2016/10/26 by Alexis.Matte When re-importing fbx file, always log to the message log. #jira UE-37639 Change 3174940 on 2016/10/26 by Alex.Delesky Back out changelist 3174847 at request of platforms team. Was fixed on Main. Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt Import commandlet fixes - Fixed crash when source control could not be contacted - Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import Change 3175217 on 2016/10/26 by Alexis.Matte The FBX reimport animation code now return false if there was an error when importing #jira UE-37755 Change 3175728 on 2016/10/26 by Alexis.Matte Log a message when importing a skeletal mesh with more bone influence then the maximum supported #2875 #jira UE-37613 Change 3177997 on 2016/10/28 by Nick.Darnell Editor - Prevent re-entrant calls when EndPlayMap is called. Change 3178429 on 2016/10/28 by Nick.Darnell Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup. Tweaking the location of where some importing files go when they're imported. Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt Guard against bad render targets in Slate RHI #jira UE-37905 Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt Added logging to track https://jira.it.epicgames.net/browse/UE-37900 #jira UE-37900 Change 3179920 on 2016/10/31 by Alex.Delesky Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591. #jira none Change 3179921 on 2016/10/31 by Alex.Delesky #jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource Change 3180119 on 2016/10/31 by Alexis.Matte fbx importer avoid asset creation name clash #jira UE-35100 Change 3181905 on 2016/11/01 by Alexis.Matte Paint tool now allow users to paint on any vertex if they need it. #jira UE-8372 Change 3182355 on 2016/11/01 by Alexis.Matte We now support FBX LODs export for the asset exporter from the content browser. #jira UE-35302 Change 3183286 on 2016/11/02 by Alexis.Matte Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options. #jira UE-37520 Change 3183567 on 2016/11/02 by Shaun.Kime #jira UE-38019 The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor. The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder. Change 3184002 on 2016/11/02 by Jamie.Dale Fixed crash during TSF IME shutdown #jira UE-38073 Change 3185126 on 2016/11/03 by Shaun.Kime Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins. Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well). #jira UE-38065 #jira UE-37645 Change 3185278 on 2016/11/03 by Nick.Darnell UMG - Fixing some issues with HDPI mode in the widget designer. Change 3185355 on 2016/11/03 by Nick.Darnell UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace. Change 3185510 on 2016/11/03 by Nick.Darnell UMG - Restoring the ability of the Widget Component to directly recieve hardware input. The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user. The kind of situation where you might want to use them as a 3D menu, in a non-VR environment. By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport. Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo. Change 3185514 on 2016/11/03 by Nick.Darnell UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces. Change 3185652 on 2016/11/03 by Nick.Darnell Slate - Exposing a cached version of the widget geometry that comes in during Tick. Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing. Change 3185952 on 2016/11/03 by Nick.Darnell UMG - Fixing another build error relating to local widget geometry. Change 3185953 on 2016/11/03 by Nick.Darnell UMG - Fixing a mac compiler warning. Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt Fixed collapse all hiding everything in the settings editors #jira UE-38151 Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt Fixed new assets opening in a minimized window not restoring that window. Change 3187026 on 2016/11/04 by Shaun.Kime UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds. #jira UE-38094 Change 3187073 on 2016/11/04 by Nick.Darnell Automation - Changing the code that writes out json to force no BOM as is the json standard. Change 3187113 on 2016/11/04 by Jamie.Dale Removed double look-up in UTextProperty::SerializeItem Change 3187114 on 2016/11/04 by Jamie.Dale Feedback context now uses culture correct percentage formatting Change 3187273 on 2016/11/04 by Alexis.Matte Fbx importer for static mesh, make sure that we order the materials array to follow the section order. Add also some fbx automation test #jira UE-38242 Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt Fix crash when an actor picker shows up in the struct editor. Structs do not have root property nodes #jira UE-38268 Change 3187463 on 2016/11/04 by Nick.Darnell Automation - Updating the blessed screenshots, and fixing the BOM issues with the json. Change 3188638 on 2016/11/07 by Shaun.Kime Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background. #jira UE-38240 Change 3189056 on 2016/11/07 by Nick.Darnell Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient. Also updating the creation of the transient package to be RF_Transient. This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser. Change 3189147 on 2016/11/07 by Jamie.Dale Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering). #jira UE-38309 Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt Guard against null object when creating details panel Change 3190017 on 2016/11/08 by Alexis.Matte FrontX support for scene importer #jira UETOOL-1061 Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt Fixed misaligned button in the new blueprint class dialog Change 3190086 on 2016/11/08 by Nick.Darnell UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained. Change 3190159 on 2016/11/08 by Nick.Darnell UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale. Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user. Change 3190161 on 2016/11/08 by Nick.Darnell UMG - UWidget is now Blueprintable. Improving some doc. Change 3190545 on 2016/11/08 by Alexis.Matte Support scaling when exporting skeleton (bind pose) to FBX #jira UE-36120 Change 3191614 on 2016/11/09 by Simon.Tourangeau Fix cooking crash after fbx import of a scene without meshes #jira UE-38264 Change 3191659 on 2016/11/09 by Simon.Tourangeau Cleanup Persona LOD section button layout #jira UE-38339 Change 3191882 on 2016/11/09 by Jamie.Dale Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter. Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict. Change 3192092 on 2016/11/09 by Jamie.Dale Deleting some test assets that were accidentally checked in, some of which no longer load Change 3192281 on 2016/11/09 by Alex.Delesky #jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints. Change 3192365 on 2016/11/09 by Shaun.Kime Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes. #jira UE-19022 Change 3192494 on 2016/11/09 by Alex.Delesky #jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly. Change 3193183 on 2016/11/10 by Alexis.Matte When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset. #jira UE-38450 Change 3193419 on 2016/11/10 by Alex.Delesky Fixing UnrealTournament build error in SUTChatEditBox #jira none Change 3193456 on 2016/11/10 by Alex.Delesky Fix to build warning C6011 in SWidgetHierarchyItem #jira none Change 3193704 on 2016/11/10 by Simon.Tourangeau Create Cinematic Camera when importing camera from fbx #jira UE-37764 Change 3194593 on 2016/11/11 by Nick.Darnell Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly). This appears to fix the problem with popup menus being slightly off in size, creating scrollbars. This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values. Change 3194595 on 2016/11/11 by Nick.Darnell Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window. Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area. Change 3194830 on 2016/11/11 by Richard.TalbotWatkin Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added. This improves performance by a couple of orders of magnitude! #jira UE-38524 - Moving many brushes to another level is very slow Change 3194859 on 2016/11/11 by Alexis.Matte Fix fbx skeletal mesh cleanup material crash #jira UE-38525 Change 3195199 on 2016/11/11 by Nick.Darnell UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom. This fixes the issue where it wasn't finding widgets inside of named slots. #jira UE-38536 Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt Guard against rendering crashes when a mesh with no lod resources is opened. #jira UE-38520 Change 3196614 on 2016/11/14 by Nick.Darnell Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases. It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time. Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist) Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal) #jira UE-38544 Change 3196863 on 2016/11/14 by Nick.Darnell Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor. Change 3196900 on 2016/11/14 by Nick.Darnell Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale. Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel. #jira UE-36499, UE-38497 Change 3197028 on 2016/11/14 by Alexis.Matte Shift Drag is not moving the camera when the user is dragging the 3 axis in same time. #jira UE-38382 Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt Removed pivot updating code per frame for now. It changes on selection so I cant see a reason why it is needed every frame Change 3197227 on 2016/11/14 by Nick.Darnell UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses. Updating all widget blueprints to finally use the WidgetGraphSchema. Change 3197239 on 2016/11/14 by Nick.Darnell UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it. Change 3197538 on 2016/11/14 by Nick.Darnell UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes. Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late. Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt Guard against reimport factories being deleted while in use #jira UE-37577 Change 3198589 on 2016/11/15 by Alex.Delesky #jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key. Change 3198783 on 2016/11/15 by Nick.Darnell The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code. Change 3198933 on 2016/11/15 by Jamie.Dale Changing the package localization ID used by a package now marks the package as dirty Change 3198942 on 2016/11/15 by Jamie.Dale Clearing the package localization ID used by a package now marks the package as dirty Change 3200241 on 2016/11/16 by Shaun.Kime Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled. By default, internal only classes will be hidden and you will be limited to your own developer folder. Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use [/Script/ClassViewer.ClassViewerProjectSettings] +InternalOnlyPaths=(Path="/Engine/VREditor") +InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders. The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget. Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management #jira UE-38313 Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt Adding missing change needed post merge from main Change 3200968 on 2016/11/16 by Jamie.Dale Fixed localization gather including texts that were instanced or otherwise unchanged - It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default. - UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances. Change 3201033 on 2016/11/16 by Cody.Albert Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged Change 3201829 on 2016/11/17 by Shaun.Kime Fixing issue where GEngine is null in early game loading, potentially causing a crash. Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt Fix build warning Change 3201835 on 2016/11/17 by Nick.Darnell Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input. Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt Fix streaming pause rendering starting a movie if a movie was already playing Change 3202089 on 2016/11/17 by Nick.Darnell Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name. There's no problem if two objects have the same name, as long as they have different paths (except for classes). So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name. Change 3202139 on 2016/11/17 by Jamie.Dale Fix for adjusting text spacing when lines are removed from TextLayouts Change |
||
|
|
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] |
||
|
|
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] |
||
|
|
cf651e0c63 |
Change 2898947 on 2016/03/08 by Mark.Satterthwaite
Move the Apple Driver Monitor stats into their own stat groups, DriverMonitor has the common stats, DriverMonitorAMD/Intel/Nvidia have the vendor/GPU specific stats. The Metal and OpenGL RHIs update the driver monitor stats group for the current GPU at the appropriate time. Change 2898950 on 2016/03/08 by Mark.Satterthwaite More shader cache code documentation. Change 2898952 on 2016/03/08 by Michael.Trepka Check GPU driver version and warn of bad drivers only on Windows Change 2898964 on 2016/03/08 by Mark.Satterthwaite Only verify the vertex attribute layout for Metal in debug builds or when using development with the debug layer turned on. It reduces performance significantly and isn't all that helpful unless you are attempting to debug a mismatch. Change 2898973 on 2016/03/08 by Mark.Satterthwaite Switch uniform buffers to managed memory on Mac as this is more appropriate for AMD & Nvidia GPUs. Change 2898988 on 2016/03/08 by Mark.Satterthwaite Simplify MetalContext by having only one SubmitCommandsHint implementation. Change 2899011 on 2016/03/08 by Mark.Satterthwaite Duplicate 4.11 CL #2898988: Proper fix for UE-25804 - we have to manually expand PF_G8 + SRGB to RGBA8_sRGB - this then fixes UE-27483. #jira UE-25804 #jira UE-27483 Change 2899024 on 2016/03/08 by Mark.Satterthwaite Duplicate 4.11 CL #2887365 & CL #2887583: Allow InfiltratorDemoEditor under Metal to issue a query buffer reset without crashing - the function that switches to the new query buffer needs to reapply some of the draw-state so that future commands don't dereference nil. #jira UE-27513 My earlier fix for UE-27513 overlooked various internal details that meant it wouldn't restore state correctly, would fail validation and could crash in a new place. This version will ensure that cached state is only reset when it is appropriate to do so and will restore it correct when doing a query buffer reset. #jira UE-27513 Change 2899418 on 2016/03/08 by Daniel.Lamb Added support for textboxes in the editor to convert uasset filenames into long package names. As this is more useful to the cooker and more portable for projects. #codereview Matt.Kuhlenschmidt #jira UE-27785 Change 2899419 on 2016/03/08 by Daniel.Lamb Added support for passing -opengl command through to launch on if the editor is started with it. #codereview Michael.Trepka Change 2900846 on 2016/03/09 by Mark.Satterthwaite Reimplement Metal object lifetime tracking as stats in the stat-group, though the old system is maintained as a debug-only tool that could (and probably should) be extended to track over/under-release bugs. Currently the texture count will be distorted by texture SRVs so will need improvement but other stats should be reliable. In order to properly report the number of buffers the TResourcePool policy class must now define a FreeResource function, so I've added them to the appropriate places too. Change 2900853 on 2016/03/09 by Mark.Satterthwaite Optimise away empty encoders that don't perform a clear operation on AMD & Intel, but not Nvidia or non-Mac Metal devices. This should slightly improve performance. Change 2900927 on 2016/03/09 by Mark.Satterthwaite Implemented operation threshold submission of Metal command buffers to keep the GPU busier and not just idle waiting for the CPU. Whenever rhi.Metal.CommandBufferCommitThreshold is set to a value >0 and the current command buffer has >= draw/dispatch operations outstanding then the command-buffer will be committed at the next encoder boundary. The default value is 100 operations which is currently arbitrary and the feature can be disabled by setting the value to <= 0 in which case only explicit submissions will occur as previously. Change 2901310 on 2016/03/09 by Mark.Satterthwaite Change OneColor clear shader setup so that it works with parallel encoding in Metal. Change 2903002 on 2016/03/10 by Mark.Satterthwaite Instantiate the OneColor shaders once in Metal. Change 2903274 on 2016/03/10 by Mark.Satterthwaite Remove more unnecessary parallel execution stalls from MetalRHI. Change 2903402 on 2016/03/10 by Mark.Satterthwaite Implement Metal support for index buffer SRVs. Change 2903419 on 2016/03/10 by Mark.Satterthwaite Always use Managed memory on Mac Metal for buffers. Change 2905206 on 2016/03/11 by Mark.Satterthwaite Worked around UE-27818 "ElementalDemo Causes Invalid Rendering on AMD GPUs" - recent changes to allow mesh particles to write to velocity leave a texture-buffer unbound & then use a uniform value & an if-branch to guard against access but AMD's Mac GL driver notices that the buffer is referenced in the shader but not bound & promptly tries to fallback to Apple's S/W renderer regardless of what the uniform value is. That's legal behaviour for an OpenGL implementation so the C++ code has been changed to allocate and write the current transforms into the buffer for OpenGL when they wouldn't otherwise be provided. This is sufficient to avoid the problem without affecting any other API. Change 2906217 on 2016/03/11 by Nick.Shin re-enabled http network file server it was disabled in CL: #2790193 #jira UE-22166 HTML5 Cook on the fly will launch and then close browser Change 2908203 on 2016/03/14 by Michael.Trepka Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform). Everything but SSF lib. Change 2908553 on 2016/03/14 by Mark.Satterthwaite Force a submit & wait in Metal when contexts are being destroyed to prevent kernel panics in drivers which continue to process the now abandoned command-queue and encounter invalid resources (because we destroy them on shutdown). Change 2908595 on 2016/03/14 by Michael.Trepka Fixed iOS compile error in MetalUniformBuffer.cpp #codereview Mark.Satterthwaite Change 2910106 on 2016/03/15 by Mark.Satterthwaite Use a dispatch_semaphore not an FEvent for Metal free-list synchronisation as the dispatch_worker threads can't be properly setup for FStats and this causes problems. Change 2910107 on 2016/03/15 by Mark.Satterthwaite Fix Metal reporting of GPU memory through the RHI as it is in bytes, not MB. Change 2910138 on 2016/03/15 by Mark.Satterthwaite Properly retain/release dispatch_semaphore for Metal command buffer completion block & allow uniform buffer creation on parallel encoding thread. Change 2911735 on 2016/03/16 by Nick.Shin housekeeping removing extra and inconsistant whitespace as well as making tabs & spaces consistant [CL 2936662 by Josh Adams in Main branch] |
||
|
|
4cde9c20a0 |
Copying //UE4/Dev-Sequencer to //UE4/Main
========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch] |
||
|
|
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] |
||
|
|
149375b14b |
Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch] |
||
|
|
ebce413232 |
UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch] |
||
|
|
0bac17760c |
Fixup usage of deprecated IStructCustomizationUtils interface
[CL 2094462 by Matt Kuhlenschmidt in Main branch] |
||
|
|
13939a90e9 |
Deprecated IStructCustomization and struct property customization registration. Use IPropertyTypeCustomization and RegisterPropertyTypeCustomization instead
[CL 2094389 by Matt Kuhlenschmidt in Main branch] |
||
|
|
3ea331525b |
UAT now uses the game INI files to add additional directories to cook and stage.
TTP# 335070 - Add GUI based way to specify additional non-asset files or paths to package CookCommandlet now uses the project settings to work out which additional directories it should cook (this removes the need for the editor to pass this information to that UAT via the command line). I've left the COOKDIR option in the UAT/CookCommandlet as, while non of our projects seem to be using it, I'm not comfortable removing it in case any scripts are using it. CopyBuildToStagingDirectory also uses these project settings to work out which additional directories it should stage when producing the staging manifest (these are split into UFS and non-UFS directories). This allows users to define additional directories in the editor (or directly in the settings file) which will always be staged regardless of how UAT is invoked. All of these paths are specified in the settings file as relative to the project Content directory, and the editor will enforce this fact when using the directory picker. Also mirrored the meta-data interface from UField on IPropertyHandle. This takes care of accessing the meta-data from the correct property, even when you're accessing an element inside an array (MattK approved!). ReviewedBy Thomas.Sarkanen, Robert.Manuszewski, Max.Preussner [CL 2088172 by Jamie Dale in Main branch] |
||
|
|
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] |
||
|
|
324683ce78 | Engine source (Main branch up to CL 2026164) |