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https://github.com/izzy2lost/UnrealEngineUWP.git
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3c2010d281269994deefcc86297a79247a9aeb34
19 Commits
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1e78ae5ee3 |
Collapsed LevelViewportLayouts into EditorViewportLayouts.
#rnx #Jira UE-96430 #rb chris.gagnon lauren.barnes [CL 14066626 by brooke hubert in ue5-main branch] |
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70d074639f |
Merging //UE4/Dev-Main @ 10886849 to Dev-Tools-Staging (//UE4/Dev-Tools-Staging)
#rb none #rnx [CL 10906274 by JeanMichel Dignard in Dev-Tools-Staging branch] |
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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] |
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6f59391559 |
Rename/move file(s)
Moves AssetLayout to EditorLayout #rb lauren.barnes [CL 9382737 by Eric Soulvie in Dev-Editor branch] |
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8ab0638182 |
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) for 4.24
#rb none [CL 9325047 by Chris Gagnon in Main branch] |
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992179dd89 |
Pushes many parts of viewport layout out of level editor up t o UnrealEd. #rb Laurent.Barnes #fyi chris.gagnon
[CL 8891023 by Eric Soulvie in Dev-Editor branch] |
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8fc25ea18e |
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none [CL 4676797 by Chris Gagnon in Dev-Editor branch] |
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7598af0532 |
Update copyright notices to 2019.
#rb none #lockdown Nick.Penwarden [CL 4662404 by Ben Marsh in Main branch] |
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13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
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b7723933a6 |
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3279756)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3229490 on 2016/12/09 by Cody.Albert Integrated fix to support named changelists in SVN Change 3229574 on 2016/12/09 by Simon.Tourangeau Fix actor mobility getting changed on scene reimport #jira UE-39102 Change 3229692 on 2016/12/09 by Cody.Albert Fixing an XML Parser assert when parsing a root tag that completes on the same line. #jira UE-30393 Change 3230582 on 2016/12/12 by Matt.Kuhlenschmidt PR #3024: Correct the outdated error message instructions for how to fix being unable to launch on an iOS device. (Contributed by CleanCut) Change 3231470 on 2016/12/12 by Matt.Kuhlenschmidt Eliminate editor sounds that play when you PIE, simulate or possess the player. They get in the way of game sounds, are annoying to hear when you are constantly starting and stopping pie, and flush async loading that the game might be doing when they load. Change 3231475 on 2016/12/12 by Alex.Delesky #jira UE-39023 - Using the High Resolution screenshot tool with the "custom depth as mask" option checked should no longer crash the editor or a PIE viewport when the screen percentage is not set to 100. Change 3231476 on 2016/12/12 by Alex.Delesky #jira UE-39380 - Thumbnails for static meshes in the foliage paint mode window should now update to show the correct mesh if the thumbnail pool has been exhausted. This also increases the number of foliage thumbnals that can exist onscreen at once. Change 3231477 on 2016/12/12 by Alex.Delesky #jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection. Change 3231479 on 2016/12/12 by Alex.Delesky #jira UE-39376 - Changing the number of players or changing the dedicated server options in PIE settings should now always persist on editor shutdown. Change 3231480 on 2016/12/12 by Alex.Delesky #jira UE-39417 - A texture will now match to update a dropped in file if the source path differs from that of the dropped in file Change 3231508 on 2016/12/12 by Alex.Delesky Removing todo comment #jira none Change 3231603 on 2016/12/12 by Matt.Kuhlenschmidt Exposed a 0-1 UV set and the scaled pixel size for Box and Border brushes Also added a material function that exposes all of the current UV sets with nice names instead of indexed coordinates Change 3231618 on 2016/12/12 by Alex.Delesky #jira UE-38732 - When editing a spin box with a delta value, committing the value with the Enter key and then clearing the focus from the spin box will no longer change the internal value to match the snapped value. Change 3231638 on 2016/12/12 by Matt.Kuhlenschmidt Add RF_Transactional to the list of default flags for creating or importing new assets. All should be transactional by default Change 3231642 on 2016/12/12 by Matt.Kuhlenschmidt Brighten up the output log by default Change 3231648 on 2016/12/12 by Alex.Delesky #jira UE-38033 - Selecting a Named Slot that's part of a widget in a Widget Switcher will now show that widget instead of the widget at index 0. This also applies to any content set inside the named slot. Change 3231666 on 2016/12/12 by Alex.Delesky #jira UE-38952 - Widgets that have been copied and pasted into the same hierarchy will now retain the same name in the hierarchy. This does not fix widgets that have been previously copied and pasted from other widgets, nor copies of those widgets. Change |
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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] |
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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] |
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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] |
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dfad80bd9e |
Copying //UE4/Dev-Sequencer to Dev-Main (//UE4/Dev-Main)
========================== MAJOR FEATURES + CHANGES ========================== Change 2800717 on 2015/12/11 by Max.Chen Sequencer: Sort the key times for drawing to fix path trajectory. #jira UE-24331 Change 2803299 on 2015/12/15 by Max.Chen Sequencer: Fix property names so that they're the display names. For example, "DepthOfFieldFStop" now reads as "Aperture F Stop" Change 2804586 on 2015/12/15 by Max.Chen Sequencer: Add zoom in/out with shortcuts underscore and equals. Change 2811823 on 2015/12/23 by Max.Preussner Editor: Added UI action for creating new content browser folders; code cleanup; removed dead code Based on GitHub PR #1809 by artemavrin (https://github.com/EpicGames/UnrealEngine/pull/1809) #github: 1809 Change 2811839 on 2015/12/23 by Max.Preussner StereoPanorama: Code cleanup pass Based on GitHub PR# 1756 by ETayrienHBO (https://github.com/EpicGames/UnrealEngine/pull/1756) Also: - NULL to nullptr - namespaced enums to enum classes - consistent whitespace, line breaks and parentheses #github: 1756 Change 2819172 on 2016/01/07 by Andrew.Rodham Sequencer: Marquee and move modes are now automatically activated based on sequencer hotspot Change 2819176 on 2016/01/07 by Andrew.Rodham Sequencer: Various cosmetic fixes - Added icons to tracks - Removed SAnimationOutlinerTreeNode dependency from FSequencerDisplayNode (to enable future customization of shot/event track etc) - Added spacer nodes between top level display nodes - Various hover states and highlights Change 2819445 on 2016/01/07 by Andrew.Rodham Sequencer: Rendering out a capture from the composition graph now renders at the correct size even if r.ScreenPercentage is not 100. #jira UE-24920 Change 2820747 on 2016/01/08 by Andrew.Rodham Sequencer: Added option to close the editor when capturing starts #jira UE-21932 Change 2827701 on 2016/01/13 by Max.Preussner Media: Updating audio track specs each frame to better support streaming media and variable streams. Change 2828465 on 2016/01/14 by Max.Preussner Media: Better visualization of unknown media durations Change 2828469 on 2016/01/14 by Max.Preussner Media: Checking URL scheme on URLs that didn't pass the file extension filter Change 2834888 on 2016/01/19 by Max.Preussner Core: TQueue modernization pass Change 2834934 on 2016/01/19 by Max.Preussner Core: Implemented TTripleBuffer for triple buffers. Change 2834950 on 2016/01/19 by Max.Preussner Core: Added unit tests for TTripleBuffer dirty flag Change 2835488 on 2016/01/20 by Max.Preussner Core: More descriptive method names, initialization constructor, unit tests for TTripleBuffer Change 2837515 on 2016/01/20 by Max.Chen Sequencer: Command line options for custom passes. Change 2837517 on 2016/01/20 by Max.Chen Sequencer: Fix crash in visibility track instance on PIE. Change 2837518 on 2016/01/20 by Max.Chen Sequencer: Add option to lock to frame rate while playing. #jira UETOOL-475 Change 2837523 on 2016/01/20 by Max.Chen Sequencer: Capture thumbnail on level sequence asset save. Change 2837527 on 2016/01/20 by Max.Chen Sequencer: Added preroll for subsequences. Refactor instance update to combine data in EMovieSceneUpdateData. #jira UE-25380 Change 2837537 on 2016/01/20 by Max.Chen Sequencer: Add sequencer transport controls back into viewports. #jira UE-25460 Change 2837561 on 2016/01/20 by Max.Chen Sequencer: Added ability to convert a possessable to a spawnable - This option is available for any root-level possessable object bindings - It will currently delete the existing possessable (we could make this behaviour optional in future) - There is currently no check to sett if the actor is possessed by subsequent sub-sequences. If this is the case, using a possessable, or externally owned spawnable would be a better bet. Change 2837565 on 2016/01/20 by Max.Chen [CL 2858958 by Max Chen in Main branch] |
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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] |
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114458bf0f |
Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed PR #1002 -- Thank you, Omar007! [CL 2498415 by Mike Fricker in Main branch] |
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149375b14b |
Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch] |
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ebce413232 |
UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch] |
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324683ce78 | Engine source (Main branch up to CL 2026164) |