Commit Graph

20 Commits

Author SHA1 Message Date
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
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
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
Dan Oconnor
4c6f50631b Minor optimization to blueprint context menu construction time. Improves construction time by .1-.2s when context sensitivity is off (from .9s to .7s)
[CL 2688924 by Dan Oconnor in Main branch]
2015-09-11 17:10:00 -04:00
Dan Oconnor
f44d605357 Further optimizations to blueprint context menu constrution. Avoiding copying strings, recalculation of categories.
[CL 2661618 by Dan Oconnor in Main branch]
2015-08-19 16:36:07 -04:00
Michael Schoell
db9c8e2240 UProperty and UFunction metadata for Category can now be localized and have improved FText usage throughout the editor (Blueprints, Behavior Trees, Materials, etc).
Big conversion of FStrings and FNames to FText.

Version bump to move some MaterialFunction UProperty from a TArray<FString> to TArray<FText> (some Engine assets are older than being allowed to auto-convert the UProperty)

Auto conversion of FName to FText (and back) now supported (as well as TArrays of those types).

Searching categories by both the localized string and the source string is now supported in Blueprints.

#jira UE-14481 - We are missing ability to translate node categories

#codereview Justin.Sargent

[CL 2542875 by Michael Schoell in Main branch]
2015-05-08 10:46:42 -04:00
Ben Marsh
4d5c52456e [INTEGRATE] Change 2411381 by Nick.Darnell@Nick.Darnell_Dev on 2015/01/19 16:39:31
Editor - Adding the unified blueprint editor view.  Combines all the modes into a single blueprint editor.  Still requires being enabled through the experimental option in the editor.

[CL 2419336 by Ben Marsh in Main branch]
2015-01-26 17:51:00 -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
Ben Cosh
5599f29359 fix for drag dropping onto categories in My Blueprint causing an infinite loop.
#Branch UE4
#Proj GraphEditor

note: also patched up what appeared to be a repeated typo, decedent for descendent :)

#codereview Mike.Beach

[CL 2297939 by Ben Cosh in Main branch]
2014-09-15 06:29:54 -04:00
Mike Beach
b5d7aaa58e Optimizing how graph menus are sorted/built.
[CL 2286860 by Mike Beach in Main branch]
2014-09-05 17:51:16 -04:00
Michael Trepka
3293117f09 More fixes for Clang warnings
[CL 2238624 by Michael Trepka in Main branch]
2014-07-31 15:43:08 -04:00
Ben Cosh
1ffd17e1c4 This adds category tracking in the blueprint class to allow sorting of categories in MyBlueprint
#TTP 333452 - BLUEPRINTS: Can't rearrange component categories in the my blueprint tab
#TTP 341990 - LIVE: BLUEPRINTS: Cannot drag and drop into subcategories
#Branch UE4
#Proj Engine, Kismet, UnrealEd, GraphEditor

#Change Added UBlueprint::CategorySorting TArray to store an ordered sort list of categories for variables and components.
#Change Modified dropped on category to update the CategorySorting array in the blueprint
#Change Modified FGraphActionNode to store a categorychain for category nodes only.
#Change Modified FGraphActionNode::AddChild to build and hand off the full category chain to new category nodes.
#Change Modified SMyBlueprint::CollectAllActions to reference the sorting array stored in the blueprint, participating actions are added into a mutimap with the respective sort index and the map is sorted before populating the graph action list.
#Change Added an additional pass when the sorted categories are modified to strip any unused categories out of the blueprint and shrink the array as a lazy maintenance.
#Removed FBlueprintEditorUtils::MoveCategoryBeforeCategory

#info I stopped short of marking the blueprint dirty on category sorting changes after initially having this in. the logic behind this is that marking blueprints dirty for minor changes can be annoying, you can always just manually save your changes and its seems a contrived workflow that you would open a blueprint and change the category sort in my blueprint without making any other changes. Easy to change if there is any real objection to it.

#codereview Mike.Beach

[CL 2237060 by Ben Cosh in Main branch]
2014-07-30 11:06:40 -04:00
Michael Schoell
b0ba598f75 Sub-graphs (such as collapsed graphs or state machines) will display under their parent graph in the My Blueprint's tab rather than a category with the same name.
#ttp 334222 - Regression: BP: In the my blueprints tab, collapsed graphs are incorrectly put into a 'Functions' category when created

[CL 2235799 by Michael Schoell in Main branch]
2014-07-29 10:18:54 -04:00
Michael Schoell
1161bc07d9 Modifying an item selected in My Blueprints using the details panel will no longer deselect the item.
Submitting a category in the BP details panel will no longer mark the Blueprint as structurally modified if nothing has changed.

#ttp 341162 - Regression: BP: After entering a tooltip for a variable, it gets deselected

[CL 2234979 by Michael Schoell in Main branch]
2014-07-28 16:56:10 -04:00
Michael Schoell
446495b74c Functions and macros now will display with their category in the My Blueprint panel.
Also mass delete and changing categories allowed to functions, macros, and delegates.

#ttp 341290 - BP:  Add support for categories for functions in the My Blueprints tab

[CL 2222608 by Michael Schoell in Main branch]
2014-07-17 16:10:13 -04:00
Michael Schoell
0a41fb741e #summary Can search for nodes in the palette menu in Blueprints with both the native name and the localized name.
#add Added UEdGraphNode::GetNodeNativeTitle to return a native title for a node.
#add Added UEdGraphNode::GetNodeSearchTitle to return the native and localized title for a node, together, for searching.
#add Can hold "alt" over a node (in the graph panel, or the palette) to see the native name of the node.

#ttp 331252 - Blueprints: Editor: L10N: Blueprints need to consistently show localized node names and when searching need to search both the localized name and the native name

#codereview justin.sargent

[CL 2044506 by Michael Schoell in Main branch]
2014-04-23 18:30:37 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00