Commit Graph

430 Commits

Author SHA1 Message Date
Mikolaj Sieluzycki
3483da7d5a Stop UHT from emiting warnings on missing *_Validate and *_Implementation functions
Introduce versioning system to GENERATED_*BODY macros
Search for existing functions using case sensitive and whole word match.
Move checks for existing of *_Validate and *_Implementation functions to *generated.cpp to allow changing that code in hotfixes.
#codereview Robert.Manuszewski

[CL 2508131 by Mikolaj Sieluzycki in Main branch]
2015-04-10 06:02:22 -04:00
Lina Halper
34bed9e91d #ANIM: Allow dynamic addition to rig, but disabled the addition for now
Renamed typo

[CL 2507586 by Lina Halper in Main branch]
2015-04-09 19:10:50 -04:00
Dmitriy Dyomin
481581b544 World composition automatic origin rebasing bahavior (distance, 3D) can be changed in config files
[CL 2506467 by Dmitriy Dyomin in Main branch]
2015-04-09 03:43:15 -04:00
Martin Mittring
b04eee1aae minor: nicer autocomplete
[CL 2505692 by Martin Mittring in Main branch]
2015-04-08 15:33:09 -04:00
Robert Manuszewski
8fe5db30e3 Merging UE4-Streaming to UE4
- Linkers are no longer UObjects. Renamed ULinker, ULinkerLoad and ULinkerSave to FLinker, FLinkerLoad, FLinkerSave respectively
- Linkers are now associated with their UPackages
- Linker version is now stored in UPackages
- Async loading is now performed on a separate thread (if platform supports it and only in cooked builds), with the exception of PostLoad which is still done on the game thread
- Added UObject::IsPostLoadThreadSafe() function to determine if PostLoad is thread safe and can be executed on the async loading thread (defaults to false)
- UObject creation is now thread safe and can be performed on any thread
- Move many of the linker/UObject globals into FUObjectThreadContext (TLS)
- GetAsyncLoadPercentage() now takes PostLoad into account
- More async loading stats
- Added AtomicallySetFlags/ClearFlags to UObject
- Made FModuleManager thread safe.
- Added FGCScopeGuard as means of preventing GC from executing from non-game thread
- It's possible to disable async loading thread through ini settings.
- Cancelling async loading will now also trigger GC
- Implemented a basic version of async streaming priorities.

Change 2410813 by Mikolaj Sieluzycki:
	Change Sleep in while loop to ConditionalSleep in FMultiReaderSingleWriterGT
Change 2410734 by Mikolaj Sieluzycki:
	Make FModuleManager thread safe.
Change 2399879 by Mikolaj Sieluzycki:
	Basic version of async streaming priorities.
Change 2410707 by Mikolaj Sieluzycki:
	Implement conditional and no stat versions of sleep.
Change 2371939 by Robert Manuszewski:
	Async Loading Improvements: adding more stats (accumulators)
Change 2372403 by Robert Manuszewski:
	Fixing compile errors when STATs are not enabled
Change 2371526 by Robert Manuszewski:
	AsyncLoading Improvements (WIP)
Change 2407198 by Robert Manuszewski:
	Re-implementing delegate fixes for Async Loading
Change 2407425 by Robert Manuszewski:
	Re-implementing cancelling async loading in the async loading branch.
Change 2484362 by Robert Manuszewski:
	Making it possible to disable async loading thread through ini settings.
Change 2484744 by Robert Manuszewski:
	Minimizing locks in GC and other threads when handling UObjects
Change 2480190 by Robert Manuszewski:
	Fixing infinite stall after canceling async loading in non-cooked builds
Change 2484268 by Robert Manuszewski:
	Fixing crash when allocating permanent object pool.
Change 2489761 by Robert Manuszewski:
	Fixing BulkData using linker archive on the main thread even if the linker was created on the async loading thread.
Change 2493624 by Robert Manuszewski:
	Cancelling async loading will now also trigger GC
Change 2487881 by Robert Manuszewski:
	Making ShaderIdMap operations thread safe.
Change 2488067 by Robert Manuszewski:
	Fixing GetAsyncLoadPercentage. It will now also respect PostLoad.
Change 2458640 by Robert Manuszewski:
	Fixing crash in PIE
Change 2458825 by Robert Manuszewski:
	Fixing a few crashes when streaming and the package is missing.
Change 2476935 by Robert Manuszewski:
	Fixing crash while async loading ANavigationData
Change 2477361 by Robert Manuszewski:
	Fixing crashes in cooked game
Change 2480095 by Robert Manuszewski:
	Making FUObjectArray more thread safe
Change 2475443 by Robert Manuszewski:
	Re-enabling single-threaded async loading path for the editor and platforms that don't support multithreading.
Change 2475458 by Robert Manuszewski:
	Making sure bulk data is only loaded on a separate thread if it's not being loaded on the async loading thread.
Change 2476661 by Robert Manuszewski:
	Fixing FlushAsyncLoading not flushing everything
Change 2401089 by Jaroslaw Surowiec:
	Core - Added AtomicallySetFlags/ClearFlags to UObject, added a comment to ThisThreadAtomicallyClearedRFUnreachable

[CL 2498249 by Robert Manuszewski in Main branch]
2015-04-01 03:03:18 -04:00
Michael Noland
6815d2e56a Paper2D: Refactored sprite geometry editing, phase 1
- Added support for circle/sphere collision shapes
- Added support for rotating the collision/rendering shapes
- Added more specific statistics about baked collision geometry (splitting it out by primitive type, etc...)
- Added automatic identification of custom geometry that forms a rectangle, generating more efficient collision shapes than treating them as convex would
- Changed collision rendering color to be blue instead of yellow, moving further from the selection color white which helps with comprehension of what items are selected
- Added a subdued background for shapes, allowing the entire shape to be selected with a click
- Hid 'Add Polygon' button when not in a geometry editing mode
- Added an 'Add Box' toolbar button (visible when editing geometry)
- Added an 'Add Circle' toolbar button (only visible when editing collision geometry)
- Prevented an unnecessary texture analysis pass from being done each frame when editing sprites (although it now triangulates the shapes each frame, which can be cached in the future)
- Prevented hit testing on the pivot display widget, avoiding a 'missed click' feeling if you tried to select a shape or edge that overlapped with it

Internal details:
- Renamed FSpritePolygon to FSpriteGeometryShape
- Renamed FSpritePolygonCollection to FSpriteGeometryCollection (and renamed Polygons to Shapes inside of it)
- Changed definition of FSpriteGeometryShape::BoxPosition to be the center of the shape instead of the top-left corner
- Changed definition of FSpriteGeometryShape::Vertices to be defined in shape local space, relative to BoxPosition with no rotation applied, and added conversion methods to move to and from texture space
- Most references to polygons have been replaced with shapes
- Changed how selection state is tracked in the viewport editor client, WIP
- Started to move geometry editing/rendering code out of the sprite editor viewport client, so it can be shared with other tools in the future, WIP
[UE-5696]

[CL 2498160 by Michael Noland in Main branch]
2015-04-01 00:49:44 -04:00
James Golding
b1ae738c35 Remove defunct 'ModifySoundClass' from console auto-complete list
#codereview marc.audy

[CL 2496945 by James Golding in Main branch]
2015-03-31 04:45:11 -04:00
Peter Knepley
772406a650 Merging CL 2496217
//depot/UE4-UT/...

to //depot/UE4/...

[CL 2496220 by Peter Knepley in Main branch]
2015-03-30 17:27:09 -04:00
Martin Mittring
b96399bbe2 nicer autocomplete
[CL 2495850 by Martin Mittring in Main branch]
2015-03-30 13:09:27 -04:00
Saul Abreu
8e63e8c809 Refactored localization target data structures so that the configuration settings exist within a unified localization dashboard settings object.
[CL 2495090 by Saul Abreu in Main branch]
2015-03-28 19:17:15 -04:00
Michael Schoell
ece860ea64 Blueprint Call Function nodes will now display localized function names.
FriendlyName metadata is now deprecated and all uses have been removed, a metadata redirector has been setup.

Changed most/all current instances of FriendlyName metadata over to DisplayName.

#jira UE-12048 - Ability to translate Blueprint node names (UFunction names)

[CL 2494033 by Michael Schoell in Main branch]
2015-03-27 12:54:58 -04:00
Bob Tellez
63153c13f0 #UE4 Made PackagesPerGC, IdleTimeToGC, and MaxMemoryAllowance configurable.
#codereview Daniel.Lamb

[CL 2492787 by Bob Tellez in Main branch]
2015-03-26 18:38:30 -04:00
Matt Kuhlenschmidt
ed6c7c8cbe Prevent vsync in editor from occuring when vsync is forced on via system settings
#lockdown Zachary.EdgertonJones

This is needed for the 4.8 effort asap

[CL 2490555 by Matt Kuhlenschmidt in Main branch]
2015-03-25 10:44:03 -04:00
Gareth Martin
3464c297bb New feature: Landscape splines can store their meshes in landscape streaming levels
[CL 2489554 by Gareth Martin in Main branch]
2015-03-24 13:53:46 -04:00
Michael Schoell
384664bc7b Fixing localization paths.
#codereview Justin.Sargent, Saul.Abreu

[CL 2489536 by Michael Schoell in Main branch]
2015-03-24 13:40:45 -04:00
Dan Hertzka
2ef4b4c1e8 - Renamed UProceduralFoliage to UProceduralFoliageSpawner
- Renamed UProceduralFoliageFactory to UProceduralFoliageSpawnerFactory

[CL 2486154 by Dan Hertzka in Main branch]
2015-03-20 10:56:26 -04:00
Josh Adams
f293437536 - Fixed DeviceProfile comment
[CL 2485522 by Josh Adams in Main branch]
2015-03-19 20:44:18 -04:00
Dan Hertzka
96be6a5b10 [UE-11751] Renamed ProceduralFoliageActor to ProceduralFoliageVolume
[CL 2484954 by Dan Hertzka in Main branch]
2015-03-19 14:52:26 -04:00
Mieszko Zielinski
42bb318fc4 Made functional testing's BP implementable events non virtual on C++ side #UE4
[CL 2483192 by Mieszko Zielinski in Main branch]
2015-03-18 12:16:37 -04:00
Todd Eckert
79e183780f Merging Dev->Main up to CL#2479653 using UE4-Fortnite-To-UE4.
*because of tons of changes, I will supply the changelists in the email because it was too large for this checkin*

[CL 2483008 by Todd Eckert in Main branch]
2015-03-18 10:12:32 -04:00
Terence Burns
08ff5fa6d1 https://jira.ol.epicgames.net/browse/UEPLAT-514
Adding Texture LOD settings to Device Profiles
- this will improve how we currently edit and override lod settings on a per device type bases.
- LOD Settings can now be set in the Device Profile Editor
- Any device profiles with no values set for LOD Settings, will use the default objects.
- These can be found in BaseDeviceProfiles.ini in the /Script/Engine.TextureLODSettings section
- Appropriate defaults set for those groups not listed.

-Other fixes
- - Incorrect with_editor check in HTML5 target platform, changed to with_engine

[CL 2481510 by Terence Burns in Main branch]
2015-03-17 09:50:32 -04:00
Ben Marsh
260a95d175 Use compressed DDC pack files for all samples.
[CL 2481440 by Ben Marsh in Main branch]
2015-03-17 08:49:42 -04:00
Carlos Cuello
6f1ac76399 [INTEGRATE] UE4-LauncherDev->UE4 integrate all up to cl 2475889
[CL 2478426 by Carlos Cuello in Main branch]
2015-03-13 08:26:18 -04:00
Richard TalbotWatkin
d929e07d2e Improved viewport gizmo control mechanism.
#ttp 345815 - NUX: MVP: Quality pass on viewport gizmos (esp rotation)
#ttp 345479 - NUX:Level Viewport: Frustratingly glitchy input when trying to drag gizmos after right clicking (moves camera instead of actor!)
#jira UE-8762 - Extrude BSP on certain faces does not move in the corresponding direction of the mouse
#reviewedby Matt.Kuhlenschmidt

[CL 2476880 by Richard TalbotWatkin in Main branch]
2015-03-12 11:12:25 -04:00
Richard TalbotWatkin
e6a6704389 "Show Collections" in the Content Browser now remembers its state.
#jira UE-10039 - The state of "Show Collections" in the Content Browser is not saved with the Editor layout
#reviewedby Matt.Kuhlenschmidt

[CL 2472013 by Richard TalbotWatkin in Main branch]
2015-03-08 15:24:50 -04:00