Fixed visual studio not opening when creating a code project
This was a regression caused by 2428764, and addresses UE-9212 - Creating a code project does not bring up IDE
[CL 2446978 by Matthew Griffin in Main branch]
Don't auto-open Visual Studio when compiling a new C++ Rocket project failed (that case was handled already)
[CL 2438198 by Matthew Griffin in Main branch]
Revised starter content so it is inserted into projects using feature packs.
Removed StarterContent source data from rocket build.
[CL 2438072 by Matthew Griffin in Main branch]
Always open Visual Studio or Xcode for newly-created code projects
- Also, fixed a minor bug with text in the New Project Wizard (UE-8859)
[CL 2435555 by Matthew Griffin in Main branch]
New Project Wizard UI text clean-up
- Switched to rich text and use a bold highlight on some words instead of brackets
- Turned on automatic text wrapping and removed newlines
- Re-phrased some of the field descriptions to read more nicely
[CL 2433322 by Matthew Griffin in Main branch]
UE-7891 Remove 'feature pack' icons, and change text to explain that any template features can be added later.
#codereview bruce.nesbit
[CL 2419722 by Ben Marsh in Main branch]
- 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]
Also added code to display an icon on templates that have an equivalent feature pack.
Revised new project text to indicated what the icon is for.
[CL 2404695 by bruce nesbit in Main branch]
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)
This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.
[CL 2399803 by Jamie Dale in Main branch]
Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI.
While asleep, Slate will skip the Tick & Paint pass for that frame entirely.
- There are TWO ways to "wake" Slate and cause a Tick/Paint pass:
1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active.
- Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick.
2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked.
- The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action.
- Examples include animation, async operations that update periodically, progress updates, loading bars, etc.
- An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before.
- An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick()
- There are THREE ways to unregister an active tick:
1. Return EActiveTickReturnType::StopTicking from the active tick function
2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick()
3. Destroy the widget responsible for the active tick
- Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar
- There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed.
- The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f)
- The FCurveSequence API has been updated to work with the active tick system
- Playing a curve sequence now requires that you pass the widget being animated by the sequence
- The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete
- GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end.
[CL 2391669 by Dan Hertzka in Main branch]
revised code pack insert (now replaces feature pack header name on import instead of using %MODULE_INCLUDE_PATH%
[CL 2388691 by bruce nesbit in Main branch]
Moved starter content assets
Added mobile starter content assets
Starter content uses mobile starter content based on target platform
[CL 2372343 by bruce nesbit in Main branch]