Commit Graph

51 Commits

Author SHA1 Message Date
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
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
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
Ben Marsh
d0a933aedf [INTEGRATE] Content from 4.7 release branch
[CL 2458551 by Ben Marsh in Main branch]
2015-02-24 11:30:24 -05:00
Matthew Griffin
3b2617e3f0 [INTEGRATE] Change 2432851 by Michael.Noland@mnoland-T2784-Reference on 2015/02/04 21:02:59
Editor: Add UActorComponent and USceneComponent to the class picker list of parents for Blueprints [UE-8915]
	- Removed junk code for localizing the existing ini entries, switching to GetDisplayNameText and short tooltips instead
	- Add UActorComponent and USceneComponent to the list (gated by the experimental Blueprintable components flag)
	- Optimized the vertical screen usage of SClassPickerDialog for the BP parent picker case, keeping it visible in minspec monitors

[CL 2438275 by Matthew Griffin in Main branch]
2015-02-09 12:00:06 -05:00
Bob Tellez
12d7495011 #UE4 The 32 characters reserved for compressed package intermediates can now be waived via ini setting.
[CL 2419771 by Bob Tellez in Main branch]
2015-01-26 20:34:31 -05:00
Ben Marsh
f3fdceb53e [INTEGRATE] Change 2415268 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/22 09:10:34
Improvements to the way thumbnails are shown in the Content Browser

	UE-7184 - Show game c++ classes and engine c++ classes in the content browser

	C++ classes and Blueprints now both show you either a live-thumbnail (for asset types), or a class thumbnail for their class type. If showing a live-thumbnail, they also show a mini class icon at the bottom right of the thumbnail.

	This iconography change has been applied to all asset types, and they now show you their asset type icon on the colored overlay, rather than show you the asset type text. They will still fallback to using the asset type text if there is no icon available for the asset type.

[CL 2419540 by Ben Marsh in Main branch]
2015-01-26 19:05:27 -05:00
Ben Marsh
3892dd64ce [INTEGRATE] Change 2412157 by James.Golding@JGOLDING-T2781-CODE on 2015/01/20 09:34:12
Remove special case icon code in Class Picker 'common' classes
	Add lots of placeholder icons for class types that were missing them (AIController, GameMode, HUD, PlayerController...)
	Fix class lookup too allow different icon for Actor and Object based classes
	Remove some unused/duplicate icons

[CL 2419429 by Ben Marsh in Main branch]
2015-01-26 18:32:35 -05:00
Daniel Lamb
2e7fa2ca71 Stop cook modification delegate from being called twice.
Fix for FORT-4722.
Improved memory usage of the cook commandlet.
Added support for new cook to select which objects force gc.
#codereview Bob.Tellez

[CL 2416228 by Daniel Lamb in Main branch]
2015-01-22 20:35:27 -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
4f1a0d2047 Fix URL to Visual Studio download. (PR #738)
[CL 2403416 by Ben Marsh in Main branch]
2015-01-12 10:12:43 -05:00
Daniel Lamb
987e66c141 Added a bunch of ini settings which effect cooked content.
[CL 2342355 by Daniel Lamb in Main branch]
2014-10-28 11:22:46 -04:00
Mieszko Zielinski
107edb7cb1 Marked AIBlueprintHelperLibrary::SpawnAIFromClass as unsafe for construction script #UE4
- also, removed deprecated AIBlueprintHelperLibrary::SpawnAI

[CL 2340185 by Mieszko Zielinski in Main branch]
2014-10-24 15:01:54 -04:00
Matt Kuhlenschmidt
7109049e9a Fixed download link for VS 2013
[CL 2339770 by Matt Kuhlenschmidt in Main branch]
2014-10-24 08:40:05 -04:00
Olaf Piesche
a6329a5eff Adding ForceSpawn to GPU emitters, implementing forced burst and regular spawning, and enabling the EventReceiver modules for GPU emitters.
[CL 2336231 by Olaf Piesche in Main branch]
2014-10-21 16:30:13 -04:00
Mike Beach
0dd431b714 Enabling the new blueprint menu system for wide spread use.
[CL 2316455 by Mike Beach in Main branch]
2014-10-01 15:50:13 -04:00
Saul Abreu
c6072e1cb9 Added editor tutorial localization files and hooked them up to load with the editor.
[CL 2300256 by Saul Abreu in Main branch]
2014-09-16 18:22:35 -04:00
Eric Newman
4177fb347e Weekly merge of UE4-Fortnite-To-UE4 using CL# 2271452
[CL 2276663 by Eric Newman in Main branch]
2014-08-28 16:05:15 -04:00
Maciej Mroz
3f8359ec91 DataTable can use regular UsedDefinedStruct.
Experimnetal code, to base UDS on another struct, was removed.

[CL 2271000 by Maciej Mroz in Main branch]
2014-08-25 15:57:28 -04:00
Martin Mittring
3ff4d619d4 * added support for MaterialInstances for SubsurfaceProfile
* added VisualizeSSS to debug ScreenSpaceSubsurfaceScattering

[CL 2267686 by Martin Mittring in Main branch]
2014-08-22 14:15:05 -04:00
Billy Bramer
087e56e66a Merging using UE4-Fortnite-To-UE4 from CL 2261973
Includes the following engine-level changes (among others; biggest change is enabling world assets by default):

CL 2252857
added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor

CL 2256142
Added support for native arrays in JSON object converter.

- Permissive in treating arrays of size 1 and scalars as equivalent
- Excess elements in JSON are ignored. Serialization succeeds but a warning is logged

CL 2256073
Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations

CL 2253797
#UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug).

CL 2258142
#UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load.

CL 2247003
Added homing to ProjectileMovementComponent

- Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable
- Both homing and gravity are now applied in the new virtual function "CalculateAcceleration"

CL 2247249
Moved the homing modification to acceleration occur in a separate function specifically for homing

CL 2257043
- Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance

CL 2245629
#UE4 - fixed json TryGetNumber to round negatives appropriately

CL 2255312
#UE4 Enabling World Assets by default.

CL 2260956
Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events

CL 2245571
GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4

- Made PerceptionSystem's sight sense take advantage of that

CL 2246897
Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4

- addresses TTP#343392

CL 2260634
added more debug data for NaN in crowd simulation

CL 2248387
Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4
Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4

CL 2253281
Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution
- We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution

CL 2255310
#UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case.

CL 2258256
#UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets.

[CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
Maciej Mroz
c2716cb296 DataTable can use UserDefinedStructure.
When UDS is modified, DT stroes it's data serialized (with tags).

[CL 2265789 by Maciej Mroz in Main branch]
2014-08-21 06:38:07 -04:00
Max Preussner
fb5662d79b Media: Initial revision of media asset editor
[CL 2240406 by Max Preussner in Main branch]
2014-08-01 18:30:04 -04:00
Max Preussner
58863f59c3 Media: Initial revision of media assets
[CL 2238895 by Max Preussner in Main branch]
2014-07-31 17:04:01 -04:00
Max Preussner
bf99532117 Media: removed legacy movie texture support
[CL 2238425 by Max Preussner in Main branch]
2014-07-31 11:54:20 -04:00