Commit Graph

18 Commits

Author SHA1 Message Date
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -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
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
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Mikolaj Sieluzycki
e333288ef6 Prepare UMGEditor headers for private PCH cleanup.
#codereview Robert.Manuszewski

[CL 2329920 by Mikolaj Sieluzycki in Main branch]
2014-10-15 05:21:18 -04:00
Nick Darnell
7d452170e6 UMG - Design surface now has zoom text. The move handle and resize handles now work correctly at different zoom levels.
[CL 2263236 by Nick Darnell in Main branch]
2014-08-19 17:33:03 -04:00
Peter Sauerbrei
4ab35e1367 Merging UMG change from 4.4 back to main to keep them in sync
#codereview nick.darnell

[CL 2234767 by Peter Sauerbrei in Main branch]
2014-07-28 14:40:31 -04:00
Nick Darnell
8fa1e17eaa UMG - Fixing multiple crashes in the designer from dead pointers, illegal pasting.
[CL 2119507 by Nick Darnell in Main branch]
2014-06-27 11:07:39 -04:00
Nick Darnell
b9375ebc76 UMG - Fixing drag/drop previews for widgets on the canvas. Fixing a few crash bugs. UPanelSlot now has virtual functions for setting the slots desired position and size, some panels may use it, some may not.
[CL 2115861 by Nick Darnell in Main branch]
2014-06-24 17:13:13 -04:00
Matt Kuhlenschmidt
4ce27d2228 Fix UMG editor not shutting down properly after selection
[CL 2108523 by Matt Kuhlenschmidt in Main branch]
2014-06-17 17:17:13 -04:00
Nick Darnell
71e4d1c78a UMG - Working on syncing selection. Slots are no longer a transient parenting system. They're now a serialized part of the data, because they'll be nessesary at runtime. Adding a do-nothing slot to content widgets to act as a parent pointer proxy.
[CL 2108256 by Nick Darnell in Main branch]
2014-06-17 12:40:49 -04:00
Nick Darnell
c34e51ad95 UMG - Fixing a lot of Undo/Redo issues. Adding design time borders for list and tile views. Exposing more overridable style data on the EditableText widget.
[CL 2107076 by Nick Darnell in Main branch]
2014-06-16 11:45:50 -04:00
Nick Darnell
45d8150fec UMG - Designer revamp, how properties are migrated, which objects are changed...etc. Widget selection is now better at handling previews disappearing. Lots of cleanup. The designer now live edits the preview, and the changes are migrated back to the templates, probably a bit buggy right now. All widgets must now implement SyncronizeProperties so that the designer can update the visuals without completely regenerating the GUI.
[CL 2097096 by Nick Darnell in Main branch]
2014-06-06 09:38:31 -04:00
Nick Darnell
f9f7ce25c6 UMG - Reorganizing the designer extension code.
[CL 2088374 by Nick Darnell in Main branch]
2014-05-29 17:43:04 -04:00