Commit Graph

57 Commits

Author SHA1 Message Date
Jurre deBaare
cb98512916 Changed behaviour of forced HLOD level slider (more use-friendly now)
Added console command for enabling/disabling the HLOD system
Changed/removed HLOD behaviour from build menu
Removed context menu from HLOD level treeview item
Double clicking a (build) LODActor or StaticMeshActor item in the HLOD outliner will now move the editor camera to the actor (just like the scene outliner)

[CL 2678787 by Jurre deBaare in Main branch]
2015-09-03 12:05:29 -04:00
Jamie Dale
515a03ab37 Hooked up the new source control settings icon
[CL 2654917 by Jamie Dale in Main branch]
2015-08-13 13:24:16 -04:00
Jurre DeBaare
af4f3fd838 ADDED HierarchicalLodVolume, this volume defines a single cluster containing X num of actors for manual usage
ADDED UE-14356 HLOD: Print user friendly message if you try build and meshes don't have have LODs
ADDED MergeStaticMeshComponets to MeshUtilities needed for next CHANGE
ADDED HLOD preview build step for maps, this only builds the clusters for previewing the settings
ADDED SphereComponent now takes into account min and max drawing distances
ADDED Global forward declares and removed local ones from HierarchicalLOD.h
ADDED Visualization to LODActor class, uses USphereComponent to render its bounds
ADDED IsPreviewActor flag to LODActor class, if true during cluster generation DrawSphereComponents bounds will be used instead of LODActor's
ADDED vertex duplication removal on import
ADDED vertex/index buffer cache optimization on import
CHANGED World.h now forward declares HierarchicalLODBuilder to minimize (re)compile time
CHANGED While building/merging actors HLOD system now takes the orginal staticmesh from previously merged LODActors, this to enable retrieving the correct LOD per mesh (related to UE-15398)
CHANGED HLOD Cluster generation process, now takes into account HierarchicalLODVolumes to exclude actors from cluster generation
CHANGED Renamed CalculateRawMeshTangents to ExtractMeshDataForGeometryCache
FIXED Crash where a nullptr actor was added to actors list for > LOD0 clusters
FIXED Bound creation for actor within a cluster used FVector.Size(), now used FVector.AbsMax()
MOVED FLODCLuster structure into seperate header and cpp file

[CL 2617884 by Jurre DeBaare in Main branch]
2015-07-13 05:27:21 -04:00
Matthew Griffin
5c024a63c5 Moved Plugins menu item under Settings/Configuration
Added WorldProperties icons back in as we want to show them in the settings sub menu now to match plugins.

UE-16205

[CL 2581017 by Matthew Griffin in Main branch]
2015-06-09 05:03:00 -04:00
Steve Robb
b74c3a8fdb Major refactor of actor iterators to support ranges.
New FActorRange, TActorRange and FSelectedActorRange.
Some example usage of the new range types.
FNetRelevantActorIterator removed, as it's not used.
FTickableLevelFilter removed.
Actor iterators' operator bool made explicit.

#codereview robert.manuszewski

[CL 2553370 by Steve Robb in Main branch]
2015-05-15 14:49:07 -04:00
Dan Hertzka
dd74179c7a [UE-1518] - Simple hookup of new editor icons
[CL 2532543 by Dan Hertzka in Main branch]
2015-04-30 16:52:00 -04:00
Matt Kuhlenschmidt
a483137720 Added placed cameras to the camera type dropdown menu in the level editor viewport
[CL 2527174 by Matt Kuhlenschmidt in Main branch]
2015-04-27 13:40:02 -04:00
Daniel Wright
3e185d944f Removed defunct LightingTools menu
[CL 2521737 by Daniel Wright in Main branch]
2015-04-22 16:52:06 -04:00
sebastian kowalczyk
b2a324881a Fixed non unity compilation.
[CL 2518903 by sebastian kowalczyk in Main branch]
2015-04-21 04:51:10 -04:00
Marc Audy
5984cb0926 Mark actors dirty when modifying GameMode properties via the level editor toolbar
[CL 2518336 by Marc Audy in Main branch]
2015-04-20 17:34:34 -04:00
Rolando Caloca
9a899d66d4 UE4 - Mobile Preview for feature level ES3.1/Metal (experimental)
[CL 2510893 by Rolando Caloca in Main branch]
2015-04-13 18:00:32 -04:00
Marc Audy
7effd7ebec Shadow variable fixes
[CL 2469447 by Marc Audy in Main branch]
2015-03-04 17:45:56 -05:00
Jamie Dale
06ab441b31 Cleaned up the parent class tree when adding new component classes
UE-9554 - Add BP/C++ Component's Show all classes list not expanded by default

It now hides the Object root if UObject is not a valid base class type, as this allows the next level of classes to be expanded out which looks much better when adding new component classes.

This involved a lot of shuffling of module dependencies so that we could link GameProjectGeneration to ClassViewer, as previously ClassViewer was directly linking to GameProjectGeneration.

I went through and fixed everything that was linking to GameProjectGeneration to instead list it as a dynamic dependency (which it is, as nothing needs to link to it), and then verified that everything was using ClassViewer correctly (found some places that were only marking it as a dynamic dependency without also adding it as an include module, causing issues with missing API macro definitions as they were including ClassViewer headers via a relative include path).

#codereview Andrew.Rodham

[CL 2451499 by Jamie Dale in Main branch]
2015-02-19 08:07:13 -05:00
Matthew Griffin
5e350e8eb4 [INTEGRATE] Change 2444702 by Nick.Darnell@Nick.Darnell_Dev on 2015/02/13 09:57:20
UE-9699 - Fixing all the places we were setting the asset size to 0 explictly, the new default reasonable size is .1, all asset pickers now just use the default, unless they're the content browser.

	#lockdown Matt.Kuhlenschmidt

[CL 2449865 by Matthew Griffin in Main branch]
2015-02-18 05:42:18 -05:00
Matthew Griffin
49acb00bed [INTEGRATE] Change 2436670 by Michael.Noland@mnoland-T2784-Reference on 2015/02/07 02:42:19
Editor: Add/clarify make Blueprint actions to the Blueprints toolbar button
	- Expose 'Blueprint from selected actor' (single actor; identical to invoking it from the details panel)
	- Expose 'Blueprint from selected components' (harvests components from mutliple actors, ignoring the actor classes themselves)
	- Rename 'New Blueprint Class' to 'New Empty Blueprint Class'
	- Move the make blueprint options to the top of the menu and push level script to be the second category

[CL 2446921 by Matthew Griffin in Main branch]
2015-02-16 08:24:55 -05:00
Ben Marsh
6d7917f33c [INTEGRATE] Change 2412499 by Michael.Schoell@Phosphor_M_Schoell on 2015/01/20 13:27:21
Relabeled "Class Blueprint" as "Blueprint Class" throughout the editor and documentation.

	#jira UE-7187 - "Class Blueprint" should be renamed to "Blueprint Class" throughout the editor and docs

[CL 2419450 by Ben Marsh in Main branch]
2015-01-26 18:42:00 -05:00
Ben Marsh
1997edc3e1 [INTEGRATE] Change 2412472 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/01/20 13:14:31
Moved new source control toolbar button next to File->Save button

[CL 2419445 by Ben Marsh in Main branch]
2015-01-26 18:38:25 -05:00
Lina Halper
fe1f98bd30 #Hierarchical LOD generation system
[CL 2415338 by Lina Halper in Main branch]
2015-01-22 11:05:14 -05:00
Richard TalbotWatkin
cb1e5926c0 Fixed bug in source control toolbar icon selection.
[CL 2411059 by Richard TalbotWatkin in Main branch]
2015-01-19 12:52:06 -05:00
Richard TalbotWatkin
045ca38692 Moved Source Control actions button into level toolbar.
#jira UE-1512 - NUX: Move Source Control button somewhere more discoverable

[CL 2405840 by Richard TalbotWatkin in Main branch]
2015-01-14 06:59:46 -05:00
Mike Fricker
c8d658558b Removed the Recompile Level Editor feature
- This didn't work reliably, cluttered the main tool bar and confused users

[CL 2391309 by Mike Fricker in Main branch]
2014-12-17 11:52:52 -05:00
Robert Manuszewski
cb091bcd80 Hot-Reload improvements:
- CDO property values that have changed after hot-reload will now be propagated to the existing instances
- Adding code to a non-code project will no longer require restarting the editor to be able to work with new code (the new module will automatically be compiled and loaded)

[CL 2385307 by Robert Manuszewski in Main branch]
2014-12-11 06:03:58 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Matt Kuhlenschmidt
d647c8f5ed Fix cases of constant FName recreation in the editor which is affecting performance
[CL 2363352 by Matt Kuhlenschmidt in Main branch]
2014-11-18 09:57:20 -05:00
Mikolaj Sieluzycki
d43e69c4b9 Prepare cpp files for header cleanup.
#codereview Robert.Manuszewski

[CL 2356854 by Mikolaj Sieluzycki in Main branch]
2014-11-12 04:43:54 -05:00