Commit Graph

12 Commits

Author SHA1 Message Date
jurre debaare
b8c3f5335c Montage segment changes:
- Deprecated public access to AnimReference
    * Used for new behaviour that keeps track of PlayLength from referenced asset
    * In case the cached PlayLength does not match the current _and_ the cache playlength == than the segment length it can be deemed out-of-date due to a reimport
    * Out-of-date segments show in the OrangeAccent on the timeline rather than GreenAccent
    * Out-of-date segments will introduce log warnings on-load
- Patched up all paths using AnimReference (get/set)
- Modernized parts of EditorAnim* files
- Face-lifted details customization for AnimSegment
    * Scrollboxes now have (dynamic) UI/Clamp according to the context
    * Added behaviour for interactive operation when dragging the timeline (dragable) bars
- Implemented FAnimModel_AnimMontage::OnDataModelChanged to handle curve changes only - as play length etc is handled by montage editor itself

#rb Thomas.Sarkanen
#preflight 620fb4c9be45100d32bcc000

#ROBOMERGE-OWNER: jurre.debaare
#ROBOMERGE-AUTHOR: jurre.debaare
#ROBOMERGE-SOURCE: CL 19051190 via CL 19051207 via CL 19051231 via CL 19051241 via CL 19058489
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v918-19018356)

[CL 19066040 by jurre debaare in ue5-main branch]
2022-02-21 01:10:52 -05:00
john vanderburg
398515a9d3 Initial support for skeletal remapping, which allows you to play animation assets from one skeleton onto the other.
[CL 15464346 by john vanderburg in ue5-main branch]
2021-02-18 18:42:00 -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
Benn Gallagher
2909caea7c Montage Improvements
- Allow relative and proportional linking for montage elements
- Show trigger thresh of notifies in details panel
- Fixup segments on reimport to stop t-pose or frozen animations
- Only automatic improvements in this CL, requring no resave for assets

[CL 2342383 by Benn Gallagher in Main branch]
2014-10-28 11:42:50 -04:00
Jaroslaw Palczynski
7c41927cf4 Rename FPostConstructInitializeProperties to something simpler
Changed it with FObjectInitializer.

UECORE-7

[CL 2328384 by Jaroslaw Palczynski in Main branch]
2014-10-14 10:29:11 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00