Commit Graph

72 Commits

Author SHA1 Message Date
Richard TalbotWatkin
230b2b381d Changed hierarchy of some of the command lists to better reflect when a keypress has the potential to be handled by a parent if necessary.
#jira UE-19094 - [Some] Hot Keys do not Alert User that they have been already assigned.

[CL 2633952 by Richard TalbotWatkin in Main branch]
2015-07-27 11:26:56 -04:00
Max Preussner
79e16ab8ea Editor: Changing EMapChangeType to enum class, so that it can be forward-declared
[CL 2626953 by Max Preussner in Main branch]
2015-07-20 21:54:58 -04:00
Richard TalbotWatkin
d1cb16a7da Removed the SaveBrushAsCollision command and its bindings.
#jira UE-18353 - SaveBrushAsCollison keybind makes no sense because the builder brush is no longer a user-facing concept

[CL 2619945 by Richard TalbotWatkin in Main branch]
2015-07-14 07:33:53 -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
Nick Atamas
00a5a87e78 Fixed UE-18232 SProjectBadge does not consistently show tooltip.
[CL 2615740 by Nick Atamas in Main branch]
2015-07-09 16:20:12 -04:00
Ben Marsh
b4e25c6613 Fix hot reload not working correctly with UnrealGameSync; having a build changelist does not necessarily mean that the build is promoted any more. Renamed FEngineVersionBase::IsPromotedBuild() to FEngineVersionBase::HasChangelist(), and use FApp::GetEngineIsPromotedBuild() instead.
#codereview Robert.Manuszewski, Bob.Tellez

[CL 2602096 by Ben Marsh in Main branch]
2015-06-26 09:25:56 -04:00
Matt Kuhlenschmidt
c7dde12a55 Fix issues with sequencer not opening properly when clicking on a new movie scene from the content browser when one is already open.
#codereview max.chen

[CL 2599501 by Matt Kuhlenschmidt in Main branch]
2015-06-24 15:57:37 -04:00
Jurre DeBaare
56fe6969ad Added (optional) display of Engine Version Number in the ProjectBadge
[CL 2585517 by Jurre DeBaare in Main branch]
2015-06-12 06:33:56 -04:00
Mike Fricker
44140db36d Deprecated PreUnloadCallback and PostLoadCallback for modules
- PreUnloadCallback() was not called in all cases a module could be unloaded (Buggy!)
- PostLoadCallback() was never called for modules unless the module happened to be loaded with LoadModuleWithCallback().  (Very confusing!)
- These functions were really just called when dynamically unloading and loading modules (not hot reload, and not when starting up or shutting down.)  This was very confusing.  For the most part you can achieve the same result by overriding StartupModule() and ShutdownModule().
- Additional context: CL 1607584 and https://udn.unrealengine.com/questions/246629/why-is-preunloadcallback-not-called-in-unloadmodul.html

[CL 2562810 by Mike Fricker in Main branch]
2015-05-22 12:22:47 -04:00
Michael Noland
5f6f328a5c Editor: Various 2D snap layer improvements
Added several additional layer action commands:
- Move selection up a layer (Ctrl+PageUp, also changes active layer)
- Move selection down a layer (Ctrl+PageDown, also changes active layer)
- Move selection to top layer (Shift+Ctrl+PageUp, also changes active layer)
- Move selection to bottom layer (Shift+Ctrl+PageDown, also changes active layer)
- Cycle active snap layer forwards (Alt+PageUp)
- Cycle active snap layer backwards (Alt+PageDown)

Changed the snap layer viewport toolbar button to be a reasonable minimum width, reducing horizontal bounciness when switching layers

Snap layers in the project settings are now automatically sorted by depth when they are edited

[CL 2554371 by Michael Noland in Main branch]
2015-05-17 21:09:40 -04:00
Michael Noland
bc2cbc0b70 Editor: Switched styling on 'snap to layer' menu command to match normal menu items, made it bindable, and gave it a default key binding of Ctrl+Space
[CL 2546684 by Michael Noland in Main branch]
2015-05-12 01:32:04 -04:00
Nick Atamas
034d041d2e Slate : Tabs now provide a content slot for TabWell background content.
Editor : Editor puts the project watermark as a badge in the TabWell background.
Project name prefix, badge color and text color can be controlled via:

EditorPerProjectUserSettings.ini:
---------------------------------
[LevelEditor]
ProjectNameWatermarkPrefix=DEV
ProjectBadgeBackgroundColor=(R=237,G=25,B=104,A=255)
ProjectBadgeTextColor=(R=0,G=0,B=0,A=255)

[CL 2533841 by Nick Atamas in Main branch]
2015-05-01 12:40:37 -04:00
Richard TalbotWatkin
be3f0d1d94 Refactored mesh merging dialogs into a non-modal panel in a separate Editor module. Moved actor merging out of 'experimental' classification.
#jira UE-769 - EDITOR: Refactor mesh merging dialog boxes into a non-modal panel

[CL 2533251 by Richard TalbotWatkin in Main branch]
2015-05-01 03:43:37 -04:00
Ben Marsh
2c34190d5b Remove project/plugin includes from UnrealEd. Only a handful of things needs to access it, so just include it manually.
[CL 2524420 by Ben Marsh in Main branch]
2015-04-24 11:25:20 -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
Mike Fricker
403a84fcfa Asset Size Mapper tool
- New "Size Map" feature that shows the resource size for selected assets in Content Browser
- Select assets in Content Browser, right click and choose "Size Map..." to show sizes for those assets
- Select actors and press Alt+Shift+M to show sizes of assets used by those actors
- Select assets in Reference Viewer, right click and choose "Size Map..." to show sizes for those assets
- Also added a new "Tree Map" general purpose Slate widget (STreeMap)

[CL 2521609 by Mike Fricker in Main branch]
2015-04-22 15:58:21 -04:00
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00
tommybear
a6a96d4a34 PR #868: Add "Snap Object To View" to Editor (Contributed by tommybear)
This allows you to align your view in the editor, select an actor in the
world outliner or in scene, right-click and select "Snap Actor to
Camera".  Actor will then set its location and rotation to match the
view.  This is super handy for quickly finding an awesome camera view in
the editor and then making your CameraActors match that view.

[CL 2501200 by Matt Kuhlenschmidt in Main branch]
2015-04-03 11:51:54 -04:00
Maciej Mroz
721fd3ff9c UE-10298 Creating an exposed variable does not always update correctly to the bp's Details panel
When a selected actor is reinstanced, a details view (displaying details of the actor) needs to be refreshed.

An alternative solution: don't check SDetailsView::ShouldSetNewObjects (refresh always )
OR store an object's hash in SDetailsView (and compare it in the ShouldSetNewObjects)

#codereview Matt.Kuhlenschmidt, Nick.Whiting

[CL 2455053 by Maciej Mroz in Main branch]
2015-02-21 17:44:56 -05:00
Matthew Griffin
fd7b2e7254 [INTEGRATE] Change 2438318 by Dan.Hertzka@Dan.Hertzka_T4682_4010 on 2015/02/09 12:20:44
[UE-8712] - Right-clicking a component in the world brings up a context menu with basic options
	- Fixed issue where duplicated components retained incorrect AttachChildren

[CL 2447004 by Matthew Griffin in Main branch]
2015-02-16 09:14:11 -05:00
Matthew Griffin
037358b5c8 [INTEGRATE] Change 2433482 by Dan.Hertzka@Dan.Hertzka_T4682_4010 on 2015/02/05 09:11:04
[UE-8315] - Duplicated components appear in the proper location in BP editor
	[UE-8617] - Alt+LMB drag to duplicate component in world works
	[UE-8802] - Fixed issues with location of duplicated component
	[UE-9193] - Substantially reorganized cut, copy, paste, duplicate, and delete to work in the world. Moved most of the implementations to FComponentEditorUtils so it could be shared by the SCSEditor (in ActorInstance mode) and the level editor

	Checking in to keep from getting too unwieldly/large.
	Known issues:
	- Paste doesn't always show up in the right place
	- Paste always attaches to root in world
	- Can crash when undoing transform manipulation with multiple duplicated components selected

[CL 2441362 by Matthew Griffin in Main branch]
2015-02-11 06:05:44 -05:00
Matthew Griffin
d2963fa8fe [INTEGRATE] Change 2431751 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/02/04 10:47:36
Fixed missing padding after project name in editor title bar
	- Also made the text ever-so-slightly more opaque

[CL 2438194 by Matthew Griffin in Main branch]
2015-02-09 11:34:57 -05:00
Matthew Griffin
ac6f68a9d9 [INTEGRATE] Change 2430370 by Michael.Noland@mnoland-T2784-Reference on 2015/02/03 15:13:32
Editor: Remove "Customize Scripting Behavior" context menu option that went down the anonymous blueprint route; create a named Blueprint via the details panel instead [UE-9013]

[CL 2437798 by Matthew Griffin in Main branch]
2015-02-09 06:48:20 -05:00
Michael Noland
25ab1bc408 Editor: Reverse-integrate to make sure the project name opacity change from CL# 2431751 makes it back intact
[CL 2437025 by Michael Noland in Main branch]
2015-02-07 18:16:07 -05:00
Ben Marsh
27b46cef79 [INTEGRATE] Change 2420939 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/01/27 15:50:03
Enable snap to floor on components

[CL 2425790 by Ben Marsh in Main branch]
2015-01-30 10:34:15 -05:00