#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]
It now attempts to show you the translation information for anything that has a valid identity (including String Table entries, which were previously being skipped by the ShouldGatherForLocalization check).
In cases where we have an identity but no localization target information for the translation data, we show a message saying that the text can be localized, but needs to be gathered (and hide the target field and save button).
Also updated the messages for the "not localizable" cases.
#fyi Joe.Conley
#rb none
[CL 4363795 by Jamie Dale in Dev-Editor branch]
- Fixed the wrong culture being used when editing translations.
- Fixed being unable to edit translations that contained package localization IDs.
- Fixed crash when the UTranslationUnit being picked was GC'd.
- Fixed places performing case-insensitive comparisons.
- Improved the layout and made all fields copyable.
#fyi Joe.Conley
#rb none
[CL 4360342 by Jamie Dale in Dev-Editor branch]
#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]
- Improve picking of text in slate widgets that are hittest invisible by searching recursively all children of the deepest widget returned by the hittest.
- Added scrolling support to accomodate the large number of texts this may return as a result in some cases.
- Changes in the layout to make fields easier to read.
[CL 2518631 by Joe Conley in Main branch]
TranslationPicker: Improving layout to be more useful for multi-line text, and to show text with no localization information in a more concise fashion.
[CL 2500946 by Joe Conley in Main branch]
- Make the floating preview not overlap tooltips by putting it on the left side of the cursor
- Implemented "save all" button
- Other small fixes
[CL 2452981 by Joe Conley in Main branch]
- Can now start the translation picker from the main Window menu in the editor
- Disable "save" button for text that we can't find the manifest/archive data for
- Hover window now presents the information about an FText in a more readable format
- Fixed issue where the same FText info was not displayed twice in certain cases
[CL 2452676 by Joe Conley in Main branch]
- Translation picker mode that allows you to click on text in the Editor UI and translate it in place
- No longer loads history on startup, can press the "Get History" button in the History tab to retrieve history on demand
[CL 2363086 by Joe Conley in Main branch]