Commit Graph

72 Commits

Author SHA1 Message Date
Matthew Griffin
e0ff796744 [INTEGRATE] Change 2428300 by Jamie.Dale@Pitbull_JDaleReleases on 2015/02/02 12:25:57
Added a way to use DTE to add new files directly into VS without having to generate projects

	This avoids the annoying "Do you want to reload?" dialog that appears in VS when projects are externally changed, and also saves us the cost/time of having to run UBT to generate projects.

[CL 2435515 by Matthew Griffin in Main branch]
2015-02-06 11:27:24 -05:00
Jamie Dale
55c3728d11 Added support for showing game and engine classes in the Content Browser
UE-7184 - Show game c++ classes and engine c++ classes in the content browser

The Content Browser now has extra entries for "Game C++ Classes" and "Engine C++ Classes" (with "Game" and "Engine" being renamed to "Game Content" and "Engine Content" respectively). These new folders serve as hosts for the list of available C++ modules, with each module internally mirroring the folder structure on disk.

For example:
- Game C++ Classes
    - ShooterGame
        - Classes
            - Bots
                - ShooterBot
                - ShooterAIController
                - [...]
            - [...]

The Content Browser allows you to navigate and search these classes like you can with assets, and provides convenient access to either edit an existing class, or create a new class (either within a selected folder, or derived from a selected class).

As the Content Browser only shows you known UClass types, any new classes need to be compiled into a loaded module before they will appear. This means that adding a new class will now automatically hot-reload your target module. Should you prefer to handle building and loading your modules manually, you can disable the automatic hot-reload via "Editor Settings" -> "Miscellaneous" -> "Hot Reload" -> "Automatically Hot Reload New Classes" (see UEditorUserSettings::bAutomaticallyHotReloadNewClasses).

[CL 2409386 by Jamie Dale in Main branch]
2015-01-16 15:39:47 -05:00
Dan Hertzka
8c7348dc9b Replaced the "Get Visual Studio" hyperlink in the SNewProjectWizard and SNewClassDialog with an "Install Visual Studio" button on Windows
- Added IDesktopPlatform::GetUserTempPath() and implemented it for windows
- Created SGetSuggestedIDEWidget class that handles whether to show a "Download X" hyperlink vs. an "Install X" button (depending on whether the platform supports on-demand installation)
- Analytics event added ("Editor.Usage.InstalledIDE") that fires whenever the "Install X" button is clicked
- Changed SourceCodeIDEURL_Windows in BaseEditor.ini from the VSC 2013 web page link to the installer download link (need to replace with perma-link once we have it)

[CL 2409158 by Dan Hertzka in Main branch]
2015-01-16 13:29:54 -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
Richard TalbotWatkin
a745d04c87 Improved performance in looking up module names and disallowed header names from source code by initializing a database asynchronously upon editor startup.
#jira UE-5324 - Huge hitch from FSourceCodeNavigation when selecting an object for the first time

[CL 2359722 by Richard TalbotWatkin in Main branch]
2014-11-14 02:05:33 -05:00
Mikolaj Sieluzycki
d43e69c4b9 Prepare cpp files for header cleanup.
#codereview Robert.Manuszewski

[CL 2356854 by Mikolaj Sieluzycki in Main branch]
2014-11-12 04:43:54 -05:00
Wes Hunt
31e2bb00ac Removed a bunch of stuff from Slate standard include, created SlateBasics.h
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN

[CL 2329610 by Wes Hunt in Main branch]
2014-10-14 22:50:06 -04:00
Jaroslaw Palczynski
eb49618ff2 Fix stat id redundant creation.
Change stat id creation to static declarations.

[CL 2281174 by Jaroslaw Palczynski in Main branch]
2014-09-02 05:19:25 -04:00
Mark Satterthwaite
a40a686652 Use Apple's private CoreSymbolicate framework for symbolisation on OS X rather than relying on atos. This is faster, doesn't require Xcode & is also available on iOS, but can't be used to ship on the AppStore's.
#codereview michael.trepka

[CL 2280594 by Mark Satterthwaite in Main branch]
2014-09-01 13:25:12 -04:00
Michael Trepka
d208abe1a3 Added FMacPlatformMisc::IsRunningOnMavericks() and used it to launch atos tool with different params depending on whether the editor is running on Mavericks or Yosemite. Fixes TTP #345031.
#codereview Mark.Satterthwaite

[CL 2276461 by Michael Trepka in Main branch]
2014-08-28 14:04:34 -04:00
Marc Audy
f0a35c6098 const correct
[CL 2214549 by Marc Audy in Main branch]
2014-07-14 15:30:16 -04:00
Mikolaj Sieluzycki
de6a6e0c8f Back out changelist 2121706
[CL 2121856 by Mikolaj Sieluzycki in Main branch]
2014-06-30 10:25:10 -04:00
Mikolaj Sieluzycki
1bb08f711a Remove superfluous headers, part 1 of n.
#codereview Robert.Manuszewski

[CL 2121706 by Mikolaj Sieluzycki in Main branch]
2014-06-30 06:39:08 -04:00
Max Preussner
017837289f Modules: Module Manager API cleanup pass
There is now a consistent set of methods for module loading, unloading and lookup that all behave in the same expected way.

- renamed GetModuleInterface to GetModule and made it not assert
- removed GetModuleInterfaceRef
- namespace enums to enum classes, NULL to nullptr
- moved important public methods to the top, so they're easier to discover
- added missing & improved existing documentation
- cleaned up existing use cases

[CL 2109936 by Max Preussner in Main branch]
2014-06-18 19:23:34 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Mark Satterthwaite
3e31a54bed Fix opening functions in Xcode 5.1.1 on OS X.
For atos specify the architecture and properly escape the path. When parsing the results read all the digits from the line number, not just the first. Don't abandon opening the file when only a filename is specified as atos only returns filenames, not filepaths.
#codereview michael.trepka

[CL 2093090 by Mark Satterthwaite in Main branch]
2014-06-03 09:36:45 -04:00
Thomas Sarkanen
d074a0a60c Source code access is now performed on the main thread
Split the process of updating source code symbols and launching the current source code accessor accross different tasks in the task graph, forcing the launch to occur on the main thread.

TTP# 333862 - Editor: Source Access: Assert/Crash when using "Goto code defintiion" in Blueprint graph

reviewed by Andrew.Brown

[CL 2059712 by Thomas Sarkanen in Main branch]
2014-04-30 07:58:44 -04:00
Michael Trepka
0b47df8ce8 TTP #333047 Mac: UE4Game: Warning: /usr/bin/atos is moving and will be removed from a future OS X release.
[CL 2053389 by Michael Trepka in Main branch]
2014-04-23 20:07:42 -04:00
Thomas Sarkanen
2e3d1f5aae #summary Source code access is now done via plugins
#ttp 330039 	EDITOR: Platform-agnostic editor code depends on Windows-only VSAccessor headers
#detail 	Source code access is now extensible via plugins, so any new editors can be easily added.
#add 	Added SourceCodeAccess module that routes access via plugins.
#change 	Moved much of the old VSAccessor code into a new VisualStudioSourceCodeAccess plugin.
#add 	Added a counterpart XCode plugin & migrated the code from FSourceCodeNavigation (Applescript etc.) into there.
#remove 	Removed applescript for XCode access (it is now done via code).
#remove 	Removed source code access functionality from platform layer.
#add 	Added details customization for source code access settings, so users can choose their own accessor.
#remove 	Removed dependencies on VSAccessor.
#change 	Changed API in SWidget to not require building a string to be parsed, instead this acesses and forwards filenames & line numbers.
#extra 	Tested on Mac by Mark S.
reviewed by 	Andrew.Brown

[CL 2048697 by Thomas Sarkanen in Main branch]
2014-04-23 19:19:51 -04:00
Ben Cosh
71e37b5d75 #TTP 299847 - ROCKET: BIG: K2: USABILITY: Ability to go to C++ code for native functions/variables in BP editor
#Branch UE4
#Proj  BlueprintGraph, GraphEditor, Kismet, UnrealEd

#Summary Added code to navigate the users IDE to native functions and variables. Added options in the graph and myblueprint node context menus to navigate to the native code they represent.

#Add Added function FSourceCodeNavigation::NavigateToProperty to locate and open the header file where the variable is defined.
#Add Added function FSourceCodeNavigation::NavigateToFunction to locate the source code from the symbolmap and open the IDE at the definition location.
#Change Moved the code used to determine the correct modulename from FSourceCodeNavigation::GatherFunctionsForActors to FSourceCodeNavigation::FindClassModuleName so other functions didn't have to replicate the code.
#Change added Goto Code Definition for native variable nodes and native call_function nodes in the blueprint graph node context menu.
#Change added Goto Code Definition for native variables in the myblueprint node context menu.
#Add Added GotoNativeFunctionDefinition, IsSelectionNativeFunction, GotoNativeVariableDefinition and IsSelectionNativeVariable to FBlueprintEditor so the context menu actions can call these functions to goto source code.

ReviewedBy Chris.Wood

[CL 2044026 by Ben Cosh in Main branch]
2014-04-23 18:24:27 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00