Commit Graph

2 Commits

Author SHA1 Message Date
Ben Marsh
8834d806ab Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3104200)
#lockdown Nick.Penwarden
#rb none

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MAJOR FEATURES + CHANGES
==========================

Change 3096076 on 2016/08/22 by Matthew.Griffin

	Fixes for building with -nosharedPCH
	Added nodes for building with -nosharedPCH and -noPCH but not using them by default as they take so much longer than NonUnity and there are still errors with -noPCH

Change 3097064 on 2016/08/22 by Ben.Marsh

	Core: Refactoring OutputDevice.h, OutputDevices.h, FeedbackDevice.h, CallbackDevice.h into one-class per file, and files named after their classes.

Change 3097102 on 2016/08/22 by Ben.Marsh

	Core: Move log macros and related functionality into the Logging folder.

Change 3097240 on 2016/08/22 by Ben.Marsh

	Core: Move FCommandLine into its own header.

Change 3097258 on 2016/08/22 by Ben.Marsh

	Core: Move FFileHelper into its own header.

Change 3097279 on 2016/08/22 by Ben.Marsh

	Core: Split FArchive derived classes into separate headers per class.

Change 3097742 on 2016/08/23 by Ben.Marsh

	UnrealGameSync: Add the -r5 parameter to P4 sync command lines, to retry syncs on poor connections before failing.

Change 3099283 on 2016/08/24 by Ben.Marsh

	Core: Move math functions which are dependent on multiple class definitions into individual class headers. This forces an include order, but allows us to include individual math classes separately. Would ideally split out the FMath class into a Math namespace and declare/implement things like intersection tests and interpolation routines in separate headers.

Change 3099417 on 2016/08/24 by Ben.Marsh

	CoreUObject: Separating out UObject archive classes into separate headers.

Change 3099544 on 2016/08/24 by Ben.Marsh

	CoreUObject: Rename UTextProperty.h/cpp to TextProperty.h/cpp

Change 3099678 on 2016/08/24 by Ben.Marsh

	CoreUObject: Rename ObjectBase.h to ObjectMacros.h to avoid ambiguiity with UObjectBase.h, and move Interface.h/cpp into the UObject folder.

Change 3099951 on 2016/08/24 by Ben.Marsh

	Core: Split out ThreadingBase into class-per-file headers.

Change 3102385 on 2016/08/26 by Matthew.Griffin

	First round of fixes from attempting to compile Editor in Monolithic mode
	Changed multiple DetermineOptimalSpacing free functions to be members of their respective classes
	Changed duplicate FScopedTempFile classes to be named for their respective source control types (Git & SVN)
	Export Declaration of LogUnrealAudioDevice extern instead of defining it in multiple modules
	Changed duplicate FDiffResultItem struct to FTreeDiffResultItem
	Added FORCEINLINE to FFeaturedClasses functions in .inl file

Change 3102728 on 2016/08/26 by Ben.Marsh

	Core: Move threading classes from ThreadingBase.h into separate headers, and globals into CoreGlobals.h.

Change 3102850 on 2016/08/26 by Ben.Marsh

	Core: Move FCriticalSection into its own file (CriticalSection.h and platform-specific versions).

Change 3102877 on 2016/08/26 by Ben.Marsh

	Core: Move definitions of GLog, GError, GWarn into CoreGlobals.h

Change 3102898 on 2016/08/26 by Ben.Marsh

	Core: Move supporting assert functionality (the FDebug class) into AssertionMacros.h to remove circular header dependencies.

Change 3102956 on 2016/08/26 by Ben.Marsh

	Core: Move FExec into its own header (Misc/Exec.h)

Change 3102961 on 2016/08/26 by Ben.Marsh

	Core: Fix matrix functions referencing the forceinline'd FMatrix constructor before it's declared.

Change 3102982 on 2016/08/26 by Ben.Marsh

	Core: Move FMessageDialog into its own header (Misc/MessageDialog.h)

Change 3103008 on 2016/08/26 by Ben.Marsh

	Core: Move definition of LowLevelFatalError into AssertionMacros.h.

Change 3103040 on 2016/08/26 by Ben.Marsh

	Core: Move FError::Throwf (only enabled for UHT) into its own header in CoreUObject.

Change 3103057 on 2016/08/26 by Ben.Marsh

	Core: Move FMsg function definitions into the LogMacros.h header, where it's primarily used from.

Change 3103102 on 2016/08/26 by Ben.Marsh

	Core: Make the LogMacros.h header standalone. Untangles a few header dependencies necessary to include log macros early on. Global Core log channels are now defined in CoreGlobals.h

Change 3103160 on 2016/08/26 by Ben.Marsh

	CoreUObject: Separate Linker.h into LinkerLoad.h, LinkerSave.h, PackageFileSummary.h, ObjectResource.h (matching existing cpp files).

Change 3103265 on 2016/08/26 by Ben.Marsh

	Core: Split FScriptArray, TMRUArray, TTransArray, TIndirectArray into separate headers.

Change 3103642 on 2016/08/26 by Ben.Marsh

	Core: Remove reference to FMath function from allocator, to avoid unnecessarily bringing in math library.

[CL 3104315 by Ben Marsh in Main branch]
2016-08-29 10:27:24 -04:00
Max Chen
39a92c1fa2 Copying //UE4/Dev-Sequencer to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2859626 on 2016/02/08 by Max.Preussner

	Editor: Added SaveAs functionality to content asset editors

Change 2859666 on 2016/02/08 by Max.Chen

	Sequencer: Fix crash in CheckForWorldGCLeaks when loading a new map because spawnables are left behind.

	#jira  UE-25616

Change 2859685 on 2016/02/08 by Max.Chen

	Sequencer: Add prompt to save sub level sequences if they are dirty

	#jira UE-26510

Change 2859715 on 2016/02/08 by Thomas.Sarkanen

	Adding actor spawning recording

	Actors are queued for record on spawn then added to the list like manually-specifed ones.
	Changed almost everything about UActorRecording. We now record on a per-component basis, with property tracks encapsulated in each actor recording. Much effort is expended to make sure that the correct components are owned by their respective actors, as we can add and remove components at runtime, but they must be created up-front in the UMovieScene Blueprints. We go as far as to add our own SCS nodes to make sure components are correctly spawned.
	Fixed infinite loop in FSequencer::AddSpawnable.
	Fixed visibility track instance to work with scene components as well as actors.
	Fixed particle track instance to work on UParticleSystemComponent rather than just AEmitters.
	Added particle recorder.
	Moved animation recording into an animation property recorder rather than having it as a special case. This still uses the animation recorder under the hood.
	Moved old-style Matinee animation control into FMovieSceneSkeletalAnimationTrackInstance & made this work on USkeletalMeshComponents directly, rather than via the old interface.
	Exposed SetMatineeAnimPositionInner and PreviewMatineeSetAnimPositionInner in FAnimMontageInstance so those utility functions can be used externally to Engine.
	Added a predicate version of UMovieScene::FindPossessable.
	Exposed UMovieSceneParticleSection::AddKey externally via MOVIESCENETRACKS_API so I can programmatically add keys.
	Fixed a crash in FScalableFloatDetails::CustomizeHeader when selecting PIE projectiles in Orion.
	Moved all recorders over to recording Actors or Components & store UObjects instead of AActors.
	Allowed skeletal animation tracks on components as well as actors.

Change 2862675 on 2016/02/10 by Max.Chen

	Sequencer: Add option to link the sequencer curve editor with the sequencer timeline.

	Under General Options->Link Curve Editor Time Range. The default is false, so the sequencer and curve editor have separate time ranges.

	#jira UE-25933

Change 2862699 on 2016/02/11 by Max.Chen

	Sequencer: Added a playback status of jumping which the AudioTrack and Skeletal Mesh Track (anim notifies) ignores for updates. This is used to updating thumbnail at certain times.

	#jira UE-26447, UE-26671

Change 2862712 on 2016/02/11 by Max.Chen

	Sequencer: Fix spawnables firing off their particles. Disable auto activate on spawnable components

	#jira UE-26390

Change 2862719 on 2016/02/11 by Max.Preussner

	Editor: Refactored detail customizations for colors, rotators, vectors

	- broke color and rotator customizations out into their own files
	- added vector customizations (placeholder)
	- cleaned up localization namespaces, forward declarations

Change 2866454 on 2016/02/14 by Max.Preussner

	Sequencer: Removed ULevelEditorSequencerSettings; moved default settings into INI

Change 2866455 on 2016/02/14 by Thomas.Sarkanen

	Sequence recorder can now record replays

	Added extra edtior-only UI to the replay playback controls to record sequences. Curretnly very placeholder: only records the entire sequence and provides no feedback in the UI if it is recording.
	Fixed bindings to recorded objects not working in various circumstances. Added the ability to manually create a binding.
	Recompiled actor blueprints post-record if we added components.
	Fixed a null ptr dereference in FOrionTeamUIInfo::Update.
	Removed tolerances when reducing tracks - they are now 'very small'.
	Added actor filter so actors of certain classes can be recorded.

Change 2866458 on 2016/02/14 by Max.Chen

	Sequencer: Fix anim notifies that fire at shot cuts. Anim notifies are fired from the last position to the current position. When jumping cuts, we want the delta to be 0 so that the anim notifies before the shot are not fired off.

	#jira UE-26390, UE-26671

Change 2866459 on 2016/02/14 by Max.Chen

	Sequencer: Add option to toggle visibility of combined keys

Change 2866466 on 2016/02/14 by Frank.Fella

	Sequencer - Add a track for controlling streamed level visibilty and remove visibility code from the master level blueprint.

Change 2866470 on 2016/02/14 by Max.Chen

	Sequencer: Add return value to indicate data has changed when a section has been added. This fixes a bug where creating a new section doesn't seem to add a key.

	#jira UE-26837

Change 2866481 on 2016/02/14 by Max.Preussner

	Sequencer: Implemented Presets for adding tracks automatically based on actor type (UE-24513)

	#Jira: UE-24513

Change 2866482 on 2016/02/14 by Max.Chen

	Sequencer: Allow for any actor that has a camera component to be a camera cut.

	#jira UE-26777

Change 2866484 on 2016/02/14 by Thomas.Sarkanen

	Added in/out times to sequence recording

	Also added the optional ability to record different actor types (heroes, projectiles, minions).

Change 2866495 on 2016/02/14 by Max.Chen

	Sequencer: Need to limit camera control to the section bounds of the camera cut otherwise, control won't be relinquished back to player at the end of the playback.

	#jira UE-26886

[CL 2874647 by Max Chen in Main branch]
2016-02-19 21:36:27 -05:00