Commit Graph

192 Commits

Author SHA1 Message Date
Nick Penwarden
ca3e4d0f1e Add defaults for MipGenSettings to all texture groups
[CL 2419425 by Nick Penwarden in Main branch]
2015-01-26 18:29:08 -05:00
Mike Beach
ad6e905be9 [UE-7296] Enabling deferred dependency loading for the linker (to help handle circular dependency issues).
#codereview Robert.Manuszewski, Nick.Whiting

[CL 2418895 by Mike Beach in Main branch]
2015-01-26 13:50:17 -05:00
Ori Cohen
812215b446 Add multiple layer support for foliage painting
[CL 2418651 by Ori Cohen in Main branch]
2015-01-26 11:06:30 -05:00
James Moran
c5b4ca076e HTML5 SDK settings are now set via the Editor.
Android SDK path backslash duplication fix.
Fix for User inis not saving array properties correctly.

#codereview Ankit.Khare, Josh.Adams

[CL 2418611 by James Moran in Main branch]
2015-01-26 10:22:57 -05:00
Mike Beach
9ed88695c6 [UE-7296] Cleaning up circular dependency verification tests and test scenarios/hooks.
[CL 2417003 by Mike Beach in Main branch]
2015-01-23 12:54:35 -05:00
Lukasz Furman
0eacb995ba updated navmesh generation mode in config files back to dynamic
FORT-4726

[CL 2416660 by Lukasz Furman in Main branch]
2015-01-23 05:49:15 -05:00
Jaroslaw Surowiec
f6f01a9d0e CrashReport - DaysToDeleteUnusedFilesFromPDBCache increased from 7 to 21 days
[CL 2416627 by Jaroslaw Surowiec in Main branch]
2015-01-23 04:52:32 -05:00
Peter Sauerbrei
ab79d6de60 fix for editor not liking {} for display in project settings.
#ios

[CL 2415475 by Peter Sauerbrei in Main branch]
2015-01-22 13:21:25 -05:00
Terence Burns
6deed6fd72 Added some empty defaults for IOSRuntimeSettings into BaseEngine.ini. Prevents these being written to defaultengine.ini when we make a change in project settings, unnecessarily.
[CL 2415359 by Terence Burns in Main branch]
2015-01-22 11:15:30 -05:00
Josh Adams
02d7bd14b5 - No longer using curly brackets with {PROJECT_NAME} default, messes up in editor
- Fixed some tooltips
- Missed a file in changelist 2414384

#codereview peter.sauerbrei

[CL 2415309 by Josh Adams in Main branch]
2015-01-22 09:52:25 -05:00
Peter Sauerbrei
dd68f2131d updates to generate plist as part of a build which moves all of the plist data in to the ini files
UEPLAT-114
#ios

[CL 2414979 by Peter Sauerbrei in Main branch]
2015-01-22 00:20:01 -05:00
Josh Adams
e9a2114b6e - Fixed the default package naming for android projects
[CL 2414552 by Josh Adams in Main branch]
2015-01-21 17:54:13 -05:00
Josh Adams
f7f1b0f944 - Moved SDK and NDK versions from BuildConfig.xml to ProjectSettings
- Fixed a logic error in iterative packaging dependency checking

[CL 2414384 by Josh Adams in Main branch]
2015-01-21 16:25:42 -05:00
Josh Adams
9cf8c67c77 - Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files

#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock

[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
Maciej Mroz
364fa9aef6 Blueprint Inheritable Components - Enabled
[CL 2412741 by Maciej Mroz in Main branch]
2015-01-20 15:29:05 -05:00
Mieszko Zielinski
0d33df1fc3 A workaround for a bug in enum property serialization to ini that results in ANavigationData.RuntimeGeneration not being settable to "Static" via Project Settings #UE4
I'll follow up with a Jira ticket to report the issue.

[CL 2408667 by Mieszko Zielinski in Main branch]
2015-01-16 08:09:49 -05:00
Maciej Mroz
77b475dfd2 ReinstanceOnlyWhenNecessary re-enabled
#codereview Ben.Zeigler

[CL 2408612 by Maciej Mroz in Main branch]
2015-01-16 06:24:08 -05:00
Mike Beach
a26a3c22be [UE-7296] In progress work to help combat Blueprint circular dependency issues (currently disabled).
[CL 2407950 by Mike Beach in Main branch]
2015-01-15 17:38:24 -05:00
Mieszko Zielinski
aa214a3090 Fixed handling serialization of navigation system SupportedAgents' NavigationDataClass refs #UE4
- addressed UE-7509
- removed UNavigationSystem.RequiredNavigationDataClassNames as no longer needed with changes to SupportedAgents
- also, fixes Project Settings for navigation system not using game-specific navigation system class, if one has been declared

[CL 2407641 by Mieszko Zielinski in Main branch]
2015-01-15 14:24:58 -05:00
Stephan Delmer
6f7661f391 Merging using UE4-Fortnite-To-UE4 from CL 2403093
[CL 2407402 by Stephan Delmer in Main branch]
2015-01-15 11:57:16 -05:00
Ori Cohen
9e51521dbe Move foliage into its own module
[CL 2405964 by Ori Cohen in Main branch]
2015-01-14 10:26:59 -05:00
Maciej Mroz
aec9ff133b Inheritable Component - Very eraly version.
TODO:
- Propagation on changes (from parent to children)
- Handling the component renaming.

#codereview Nick.Whiting, Phillip.Kavan

[CL 2405918 by Maciej Mroz in Main branch]
2015-01-14 09:29:08 -05:00
Michael Schoell
3352e90773 Blueprint Skeleton classes inherit their parent's Blueprint Skeleton class instead of the generated class by default. Removed ini flag to toggle this functionality.
[CL 2402013 by Michael Schoell in Main branch]
2015-01-09 11:29:11 -05:00
Mieszko Zielinski
d92386779d Changed navigation octree creation policy so that it gets created only when navigation generation is supposed to work #UE4
[CL 2393780 by Mieszko Zielinski in Main branch]
2014-12-19 10:36:17 -05:00
Ben Zeigler
40ac651d70 #UE4 Change the GameplayAbility net execution types to be more clear: LocalOnly, LocalPredicted, ServerOnly, ServerInitiated.
ServerInitiated abilities will always happen on the local client as well as the server, ServerOnly abilities only happen on the server. Previously it was determined by where the execution request came from
Change it so triggered abilities will only be initiated from either the local or server, and not from both
Fix issue where replicated ability instances were set to pending kill too early on the client, cause packet issues.
Fix FGameplayAbilityActorInfo::IsLocallyControlled() so AI are considered local on the server
#codereview david.ratti

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2390714 by Ben.Zeigler on 2014/12/16 22:14:40.

[CL 2392813 by Ben Zeigler in Main branch]
2014-12-18 13:32:29 -05:00