Commit Graph

7 Commits

Author SHA1 Message Date
Richard TalbotWatkin
9771f61759 Added facility to automatically adjust the pivot offset for Brushes when they are edited in Geometry Mode, so the pivot stays centered on the vertices.
#jira UE-16415 - The origin of a BSP brush stays in place while youÆre editing the brush in Geometry mode, often leaving the origin (and default rotation point) floating off in space.

[CL 2634054 by Richard TalbotWatkin in Main branch]
2015-07-27 12:49:14 -04:00
Michael Schoell
3638086d83 Projects can customize default events for newly created Blueprints via ini settings.
Callbacks can be setup to manually add other default nodes to a Blueprint.

Individual modules can also setup, in code, default events using FKismetEditorUtilities::RegisterAutoGeneratedDefaultEvent

#jira UE-17413 - Allow projects to add default events to ubergraphs
#jira UE-18055 - Let game modules customize default "ghost" nodes
#jira UE-12376 - Starting ghost nodes should be laid out in a meaningful order.

[CL 2620396 by Michael Schoell in Main branch]
2015-07-14 13:11:31 -04:00
Richard TalbotWatkin
77d2481274 New game windows now default to being positioned centered on the screen.
#jira UE-17377 - "Always center window to screen" boolean is off by default in "Level Editor - Play" section of Editor Preferences

[CL 2602482 by Richard TalbotWatkin in Main branch]
2015-06-26 12:42:27 -04:00
Timothy Reynolds
e59b2de4f7 Swapped 45 and 90 rotation snaps to common in .ini file.
UE-1007

#codereview Matt.Kuhlenschmidt

[CL 2579993 by Timothy Reynolds in Main branch]
2015-06-08 10:57:55 -04:00
Nick Darnell
9c34d8f23a UMG - UE-14779 - Adding iPhone 6/6+ to the hardware resolution list, also adds it for previewing game.
[CL 2533583 by Nick Darnell in Main branch]
2015-05-01 10:17:21 -04:00
Andrew Rodham
b00b4a031d Renamed/fixed up remaining EditorUserSettings references in the codebase
EditorUserSettings is now EditorPerProjectUserSettings

[CL 2527018 by Andrew Rodham in Main branch]
2015-04-27 11:45:01 -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