Commit Graph

1992 Commits

Author SHA1 Message Date
Mieszko Zielinski
0189a39d9f A file missing from previous submission #UE4
It missing just causes some GameplayTask tests to fail

[CL 2597159 by Mieszko Zielinski in Main branch]
2015-06-23 11:17:52 -04:00
Mieszko Zielinski
20e4252b50 Gameplay Task priority and resources management up and running, pass 1 #UE4
Including:
- every GameplayTask can specify resources it requires to run, and separately resources it's going to lock, or "shadow" ones in the priority queue
- added a broadcast delegate to GameplayTasksComponent one can register for to get notified about changes in resource locks
    - AI uses this to lock AI logic for scripted tasks
- made IGameplayTaskOwnerInterface::GetAvatarActor require a task pointer to determine avatar actor - this was needed for a "skeletal" owners, like BT nodes
- Improvements to AITask_MoveTo
- expanded BTTaskNode with bits required for it being a GameplayTask owner
    - might need to move that to the most generic BTNode so that services can easily spawn tasks as well
- BT movement tasks can now use AITasks (opt-in with AISystem::bEnableBTAITasks via Project Settings)
- started adding a generic mechanism for configuring AI properties via Project Settings
    - consistency throughout multiple ways of spawning given AI task being the main drive here. Started with movement of course
    - currently implemented by exposing AISystem's properties to global config. Going to switch that over to UDeveloperSettings soon.
- Added a blackboard component member to AIController
- added setting BB SelfActor key to AI-controlled Pawn

[CL 2597132 by Mieszko Zielinski in Main branch]
2015-06-23 11:05:27 -04:00
Fred Kimberley
21ff67e268 Merging using UE4-Fortnite-To-UE4
Integration from CL 2589598.

[CL 2596395 by Fred Kimberley in Main branch]
2015-06-22 20:28:51 -04:00
Martin Mittring
b14265f94a Improved Blendables, exposed weight on each blendable entry, better blueprint access, Outer=package/object
base for a change to replace all PostProcessSettings with Blendables. See new documentation on blendables.

[CL 2596231 by Martin Mittring in Main branch]
2015-06-22 18:03:15 -04:00
Max Preussner
f3289560da MovieScene: Moved tools module into Editor; reorganized files; removed Classes folder.
[CL 2596124 by Max Preussner in Main branch]
2015-06-22 16:54:34 -04:00
Michael Trepka
cd663193e2 Don't set nil content view on Mac when destroying GL context in standalone renderer, as it's illegal in OS X 10.11
[CL 2595968 by Michael Trepka in Main branch]
2015-06-22 15:29:53 -04:00
Ben Marsh
092611083e Change warning to a regular log message when waiting for DDC to finish.
[CL 2595870 by Ben Marsh in Main branch]
2015-06-22 14:43:43 -04:00
Josh Adams
215d29e19f - Improved power of 2 size checking for IOS textures, supports cubemaps, etc.
[CL 2595299 by Josh Adams in Main branch]
2015-06-22 09:40:05 -04:00
Andrew Brown
f2dba6b29b [INTEGRATE] merge ue4<-ue4-launcherDev cl 2595224
[CL 2595225 by Andrew Brown in Main branch]
2015-06-22 08:09:38 -04:00
Dmitriy Dyomin
bc1c047c23 Mesh Merging: Lightmap channel index will always follow last vallid UV channel in case it does not override existing channel
Partial fix for UE-15319

[CL 2595161 by Dmitriy Dyomin in Main branch]
2015-06-22 05:28:38 -04:00
Max Chen
aaaa2d9cfb Sequencer: Fix bool property change so that it converts the bool property value which is a uint32.
[CL 2594751 by Max Chen in Main branch]
2015-06-19 20:46:21 -04:00
Chris Babcock
5945ce521c DisjointTimerQueries off by default, detect IntelHD GPUs, correction for ES 3.1 shaders
#ue4
#android
#codereview niklas.smedberg,rolando.caloca

[CL 2594644 by Chris Babcock in Main branch]
2015-06-19 19:28:40 -04:00
Justin Sargent
39950a8c41 Merging using UE4-To-UE4-LauncherDev
[CL 2593947 by Justin Sargent in Main branch]
2015-06-19 14:22:08 -04:00
Justin Sargent
e9377b4f03 Merging using UE4-To-UE4-LauncherDev
[CL 2593804 by Justin Sargent in Main branch]
2015-06-19 13:26:10 -04:00
Marc Audy
55aa743ad5 Buildwatcher - Fix shadow variables
#codereview Justin.Sargent, John.Abercrombie

[CL 2593659 by Marc Audy in Main branch]
2015-06-19 12:01:28 -04:00
Nick Darnell
d287c6143f More Gamma Correction - Didn't catch this on the previous pass, apparently there was an implicit constructor allowing FLinearColor to FColor that was doing pow(2.2) gamma conversion inversion. Rather than leave the implicit constructor, I'm making it private and making people use ToFColor(true). Which is slightly more expensive, but performs the proper sRGB conversion. While fixing this, I found several terrible uses of the implicit constructor, when Hashing FLinearColors we were converting them to FColors first, when clearing FCanvas we were manually gamma correcting but leaving it as an FLinearColor, then implicitly converting to FColor, double gamma corrrecting. Neither of which should even be required as the RHI Clear command expects an FLinearColor. Additionally fixing a myriad of Slate widgets that were all doing FColor conversions needlessly only to convert back to FLinearColor when queuing slate draw commands.
#codereview nick.penwarden, martin.mittring, andrew.brown, gareth.martin

[CL 2593605 by Nick Darnell in Main branch]
2015-06-19 11:17:11 -04:00
Antony Carter
ecbf64c7a2 Merging
//depot/UE4-Fortnite/Engine/Source/Developer/FriendsAndChat/Private/FriendsAndChatManager.cpp

to //depot/UE4/Engine/Source/Developer/FriendsAndChat/Private/Layers/DataAccess/FriendsAndChatManager.cpp

[CL 2593565 by Antony Carter in Main branch]
2015-06-19 10:58:10 -04:00
Justin Sargent
3facd1a709 Fixed missing logic from bad integrate.
[CL 2593452 by Justin Sargent in Main branch]
2015-06-19 10:12:02 -04:00
Justin Sargent
b6b6ce97c9 Fixing backwards compatibility issues with project and engine handling in DasktopPlatformBase
Merging using UE4-To-UE4-LauncherDev

#codereview Ben.Marsh

[CL 2593420 by Justin Sargent in Main branch]
2015-06-19 09:54:12 -04:00
Jamie Dale
b36a494aeb Added support for nested collections
UETOOL-332 - Collections 2.0
UETOOL-369 - Want nested collections with collapsing

We now have version 2 collections which maintain a persistent GUID for each collection. Existing collections will be lazily updated to this version when they need to be re-saved.

This GUID is used by child collections to keep track their parents, and the collections view (as well as the quick asset management) now show a tree of collections. Collections in the main collection view tree can be re-parented via drag and drop.

Performing Content Browser searches against a given collection will also test to see if an object exists in child collections, and the asset view will now show you folder entries for child collections when viewing a parent (if folders are enabled in your Content Browser view settings).

[CL 2593321 by Jamie Dale in Main branch]
2015-06-19 07:33:02 -04:00
Mieszko Zielinski
4b7cafa8af Fixed FunctionalTestingManager multi-registering for PIE End notification #UE4
While at it added instant-finish tests handling

[CL 2593297 by Mieszko Zielinski in Main branch]
2015-06-19 06:39:41 -04:00
Jaroslaw Surowiec
c572e90e90 CrashReport - Better callstacks for crashes in runnable threads
[CL 2593278 by Jaroslaw Surowiec in Main branch]
2015-06-19 06:00:12 -04:00
Dmitry Rekman
93818641c7 SlateFileDialogs: updated from 6/17 code drop.
- Uses separate style and not Core.
- A new button to create the directory.

#codereview Nick.Atamas, Matthew.Lewis, Josh.Adams

[CL 2592945 by Dmitry Rekman in Main branch]
2015-06-18 19:27:23 -04:00
Rolando Caloca
8b34bd48af UE4 - Fix Precision output for ES platforms
#codereview Dmitry.Rekman, Michael.Trepka, Chris.Babcock

[CL 2592355 by Rolando Caloca in Main branch]
2015-06-18 14:24:11 -04:00
Max Chen
a7939e2040 Sequencer: Camera locked to viewport now gets keyframes when moved.
[CL 2592274 by Max Chen in Main branch]
2015-06-18 13:56:38 -04:00