- AssetTools.cpp add a case to only copy the selected assets and ignore the dependencies (usecase for automation)
- Added BP example that implements the scripted asset action with the new migrationOption
#rb Julien.StJean, Takashi.Kuribayashi
[FYI] Michael.Lentine
#tests
[CL 31930249 by yafes sahin in ue5-main branch]
make DownscaleOptions Default pass through without changing to SimpleAverage for new filters
map DownscaleOptions to better resize filters
#rb Dan.Thompson, fabian.giesen
[CL 31916433 by charles bloom in ue5-main branch]
Also removed some uneeded code and removed some unessary copy of a SharedPtr in the construction of the frontend filters.
#jira UE-208480
#rb JeanLuc.Corenthin
[CL 31911508 by julien stjean in ue5-main branch]
* Only AddToCollection, RemoveFromCollection, SetColor and Reparent will not commit to perforce server if setting is off
* Creating collections notably must commit otherwise it will not be added to a source control working set
* Tunnelled the behaviour of submitting to SCC through the Internal helper function as it does not have the context to decide what workflow is running.
#rb brooke.hubert, robert.millar
[CL 31892830 by logan buchy in ue5-main branch]
- Removed unnecessary operator == and GetTypeHash() functions.
Refactor of FOpenGLLinkedProgram to improve code readability
- Moved loose global scope functions to be members.
- Removed FOpenGLLinkedProgramConfiguration, replaced with a TVariant Config field in the FOpenGLLinkedProgram which better packs memory, and configures the stages on construction.
- Store per-stage data in an FShaderStage object (in the Config), rather than separate C arrays.
- Removed public access to various fields, and made things const where possible.
- Removed unnecessary TMap caches: GetOpenGLUniformBlockLocations(), GetOpenGLUniformBlockBindings()
Remove "bindless textures" from OpenGL RHI
- Code path is not one we need to support anymore, and removing it simplifies the FOpenGLLinkedProgram class
Fix calls to FOpenGL::ProgramUniform4... in the following functions passing the GL shader object when the GL program is required.
- FOpenGLShaderParameterCache::CommitPackedGlobals
- FOpenGLShaderParameterCache::CommitPackedUniformBuffers
#rb Florin.Pascu
[CL 31871857 by luke thatcher in ue5-main branch]
- This data is required by uniform binding code, and was copy/paste across platform RHIs. Moving it to the base RHI type will allow the RHI validation layer to enumerate resources in uniform buffers, which have been opaque up until now.
- FShaderResourceTable has moved from RenderCore to RHI.
- UE::RHICore::ApplyStaticUniformBuffers and UE::RHICore::SetResourcesFromTables now only need the shader, since the binding info is stored within it.
- The serializer functions in shader format modules and platform RHIs have been fixed up to handle the SRT being in the base type. The data format has not changed, so no shader versions need bumping.
- Removed unnecessary operator == and GetTypeHash functions in some places.
Includes all platforms / RHIs except OpenGL, which will follow in another CL.
#rb Kenzo.Terelst
[CL 31871815 by luke thatcher in ue5-main branch]
[FYI] Bryan.Johnson
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL31782478
[FYI] karen.jirak
Original CL Desc
-----------------------------------------------------------------
Place Actors Panel - Usability Improvements
~ Extracted a large chunk out of FToolkitBuilder and put it in abstract class CategoryDrivenContentBuilderBase, which provides a base class for any class which needs a lefthand vertical category picker which loads content in the box next to the picker
~ Implemented CategoryDrivenContentBuilder, which provides a delegate which takes an FName as an argument which provides the name of the category just clicked, and returns the TSharedRef<SWidget> the user wants loaded for the selected category
~ created FPlacementModeCommands which creates a command to load content for any placement commands found
~ Introduced CVar PlaceActors.EnableCategoryChooserView which, when true, loads the new (in progress) place actors tab
~ altered SPlacementModeTools to create and use the CategoryDrivenContentBuilder when PlaceActors.EnableCategoryChooserView is true, else it loads the usual place actors panel
~ updated ToolElementRegistry with a convenience method that generates the widget and immediately converts it to a shared Ref
Note that after a change in the CVar, you will need to close and reopen the place actors panel for it to appear properly.
#jira UE-205201
#rb brooke.hubert, JeanMichel.Dignard
[CL 31846160 by karen jirak in ue5-main branch]
TextureFormatOodle : yes you can free the float mip immediately because hashing is no longer on an async task
FImage::FreeData with async detach option
validate VT sizes better to prevent crashes
#jira UE-183888
#rb dan.thompson, fabian.giesen
[CL 31815947 by charles bloom in ue5-main branch]
also note that the 565 and 555 color conversions are wrong but do not change them
output unchanged, no DDC key bump
#rb fabian.giesen
[CL 31813745 by charles bloom in ue5-main branch]
The SSourceControlControls is currently instantiated in two places in the editor: bottom right and as part of the snapshot history panel. Regardless, we would like the behavior of these buttons to be the same. This was accomplished by providing 'defaults' in SourceControlMenuHelpers and then setting temporary 'overrides' in SnapshotHistoryPanel. This wasn't very pretty and somewhat confusing with SSourceControlControls providing a mix of instance and static interfaces and behaviors. I've refactored this with the idea in mind that these buttons should behave similar, wherever they are placed in the editor and providing static methods to control that behavior. The default behavior is now no-op and SnapshotHistory provides the UEFN/Skein behavior.
This also allowed the 'CanAutoSave' code to live in one location (in the SnapshotHistoryController) instead of being duplicated in two spots. This was also not possible because engine code cannot be accessed from SkeinSourceControlSlate, where the SSourceControlControls was being instantiated, resulting in the behavior as described in the JIRA bug.
#rb manuel.lang, marco.anastasi
[CL 31796796 by wouter burgers in ue5-main branch]
[FYI] karen.jirak
Original CL Desc
-----------------------------------------------------------------
Place Actors Panel - Usability Improvements
~ Extracted a large chunk out of FToolkitBuilder and put it in abstract class CategoryDrivenContentBuilderBase, which provides a base class for any class which needs a lefthand vertical category picker which loads content in the box next to the picker
~ Implemented CategoryDrivenContentBuilder, which provides a delegate which takes an FName as an argument which provides the name of the category just clicked, and returns the TSharedRef<SWidget> the user wants loaded for the selected category
~ created FPlacementModeCommands which creates a command to load content for any placement commands found
~ Introduced CVar PlaceActors.EnableCategoryChooserView which, when true, loads the new (in progress) place actors tab
~ altered SPlacementModeTools to create and use the CategoryDrivenContentBuilder when PlaceActors.EnableCategoryChooserView is true, else it loads the usual place actors panel
~ updated ToolElementRegistry with a convenience method that generates the widget and immediately converts it to a shared Ref
Note that after a change in the CVar, you will need to close and reopen the place actors panel for it to appear properly.
#jira UE-205201
#rb brooke.hubert, JeanMichel.Dignard
[CL 31789618 by bryan johnson in ue5-main branch]