Commit Graph

36 Commits

Author SHA1 Message Date
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Marc Audy
ad1d2f130f Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2994668)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2967465 on 2016/05/05 by Marc.Audy

	Fix VS2015 shadow variables fixes

Change 2970637 on 2016/05/09 by Martin.Wilson

	Fix incorrect conflict resolve in merge from main

Change 2976393 on 2016/05/12 by Zak.Middleton

	#ue4 - Set AudioComponent bUseAttachParentBounds=true to reduce cost of transform updates (avoids virtual CalcBounds() when transform changes).

	#tests PIE w/ audio

Change 2976770 on 2016/05/13 by Lina.Halper

	Improvement on mirroring fix branch

	#code review: Zak.Middleton

Change 2976774 on 2016/05/13 by Lukasz.Furman

	fixed missing memory callbacks for instanced behavior tree nodes
	#jira UE-30305

Change 2976775 on 2016/05/13 by Lukasz.Furman

	fixed multiple calls to behavior tree's instance cleanup
	#jira UE-30593

Change 2976801 on 2016/05/13 by Jon.Nabozny

	Add an optional argument FSkeletalMeshMerge. When set to EMeshBufferAccess::ForceCPUAndGPU, keeps a reference to the vertex buffer on CPU (e.g. for spawning particle effects).

	#JIRA UE-30405

Change 2976985 on 2016/05/13 by Jon.Nabozny

	Fix initializer list ordering for FSkeletalMeshMerge.

Change 2977532 on 2016/05/13 by Marc.Audy

	PR #2348: [Local Multiplayer] Gamepad player assignment improvements (Contributed by kukiric)
	#jira UE-30162

Change 2977637 on 2016/05/13 by Marc.Audy

	Add Get/Set controller ID for a player in gameplay statics
	#jira UE-28718

Change 2979387 on 2016/05/16 by Jon.Nabozny

	Initialize FBox used to store results for CalculateQuatACF96Bounds.

	#JIRA UE-30846

Change 2979968 on 2016/05/17 by bruce.nesbit

	Added comment in FCanvasLineItem to warn only SE_BLEND_Opaque will be used when rendering.

Change 2979969 on 2016/05/17 by bruce.nesbit

	Added comment in AddLine/AddPoint to warn only SE_BLEND_Opaque will be used when rendering.

Change 2980271 on 2016/05/17 by Lina.Halper

	Improved comment

	#code review: Benn.Gallagher

Change 2980317 on 2016/05/17 by Lukasz.Furman

	removing NavCollision from static mesh on property change and PostLoad if static mesh is not supposed to have one
	#ue4

Change 2980717 on 2016/05/17 by Zak.Middleton

	#ue4 - Optimize UCapsuleComponent::CalcBounds() to remove sqrt and use tighter bounding sphere radius.

Change 2981193 on 2016/05/17 by Lukasz.Furman

	fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes)
	#ue4

Change 2981927 on 2016/05/18 by Lina.Halper

	- Remove vertex animation code
	  - Removing UVertexAnimation
	  - Fixed reinitialization issue that was triggered by SetVertexAnimation

	- todo: consolidate UMorphtarget and UVertexAnimBase

	#code review: James.Golding, Martin.Wilson

Change 2981957 on 2016/05/18 by Lina.Halper

	Add recursive stack check on update animation

	#code review: Martin.Wilson

Change 2982116 on 2016/05/18 by Benn.Gallagher

	Removed optimize macros accidentally left after bounds extension feature for skel meshes

Change 2982255 on 2016/05/18 by Jon.Nabozny

	FSkeletalMeshMerge constructor "MeshBufferAccess" default should be EMeshBufferAccess:Default instead of EMeshBufferAccess::ForceCPUAndGPU.

Change 2982607 on 2016/05/18 by Marc.Audy

	Cleanup places calling GetWorld() multiple times

Change 2982621 on 2016/05/18 by Marc.Audy

	Make UActorComponent::GetWorld final and inlined to avoid unnecessary function calls
	Put uncached logic in to a separate function

Change 2983424 on 2016/05/19 by Marc.Audy

	Minor tweaks to reduce GetWorld calls

Change 2983465 on 2016/05/19 by Lina.Halper

	Combine VertexAnimBase and MorphTarget to just MorphTarget

	 - VertexAnimBase is gone
	 - Modified most of VertexAnim to MorphTarget
	 - Removed state, time related data

	#code review: James.Golding, Rolando.Caloca

Change 2983609 on 2016/05/19 by Marc.Audy

	Inline AActor::GetLevel
	Half GetWorld() calls from AActor::GetNetMode()

Change 2983772 on 2016/05/19 by Marc.Audy

	Fix Mac compile

Change 2983931 on 2016/05/19 by Marc.Audy

	Remove pointless AccelMouse function

Change 2984061 on 2016/05/19 by Marc.Audy

	Reorg some headers to fix compilation issues

Change 2984409 on 2016/05/19 by Aaron.McLeran

	#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02

	Implementing 2984316 from Releases/4.12 to Dev-Framework

Change 2984574 on 2016/05/19 by Aaron.McLeran

	Fix for platform headroom scalar. Using correct dB to linear formula (not one for power)

	dB = 20 * log(Linear), not dB = 10 * log(Linear)

Change 2985041 on 2016/05/20 by Jon.Nabozny

	ConvertQueryOverlap only returns the base actor if multiple actors have bSimulatePhysics enabled and are welded together.

	#JIRA UE-30484

Change 2985118 on 2016/05/20 by Marc.Audy

	Another attempt to convince Mac to build

Change 2985192 on 2016/05/20 by Marc.Audy

	Properly forward declare ABrush

Change 2985724 on 2016/05/20 by Zak.Middleton

	#ue4 - Optimize NaN and Infinite checks for FVector, FQuat, FRotator, FMatrix, FTransform. SIMD version VectorContainsNaNOrInfinite() also optimized on relevant platforms. Added startup tests for VectorContainsNaNOrInfinite().

	- All our "ContainsNaN()" tests are in fact "IsNaN() || IsInfinite()", which is the same as "!IsFinite()", so exploited this to simplify the tests. Both NaN and +/-Inf are not finite (http://en.cppreference.com/w/cpp/numeric/math/isfinite). In the future we should rename ContainsNaN().
	- Still need to audit some uses in shipping configs.

	#jira UE-30999

Change 2986016 on 2016/05/20 by Zak.Middleton

	#ue4 - Fix uint32 used for int32 values. Behavior was unaffected.

Change 2986017 on 2016/05/20 by Zak.Middleton

	#ue4 - Fix overlaps being dropped from within a FScopedMoveUpdate when rotation occurs. Remove invalid assert.

Change 2986833 on 2016/05/23 by Zak.Middleton

	#ue4 - Move ETeleportType from ActorComponent.h to EngineTypes.h. Add comment to FHitResult for ImpactPoint when it's penetrating.

Change 2986916 on 2016/05/23 by Rolando.Caloca

	DF - GPU morph targets proof of concept
	- Disabled by default
	- Not compatible with gpu skin cache
	- No extra memory required yet until it's used; creates buffers per frame (very slow!)

Change 2987539 on 2016/05/23 by Rolando.Caloca

	DF - Remove unused member and downgrade FActiveMorphTarget to not be a USTRUCT

Change 2987981 on 2016/05/24 by James.Golding

	PR #2162 : Exported AAudioVolume so that projects can derive custom classes.
	https://github.com/EpicGames/UnrealEngine/pull/2162
	#github 2162
	#jira UE-28533

Change 2987982 on 2016/05/24 by James.Golding

	PR #2318 : Fix memory allocation in CustomMeshComponent.cpp
	https://github.com/EpicGames/UnrealEngine/pull/2318
	#github 2318
	#jira UE-29864

Change 2987983 on 2016/05/24 by James.Golding

	Merging engine changes back from GDC demo:
	- Export FFIRFilterTimeBased from Engine module
	- Add FFIRFilterTimeBased::SetWindowDuration
	- Add FBaseCompactPose::CopyBonesTo

Change 2987984 on 2016/05/24 by James.Golding

	UE-30137 No longer include collision in StatiMeshComponent bounds (bounds no longer user for any collision calculation)

Change 2987985 on 2016/05/24 by James.Golding

	UE-27801 Export ConvertToCollisionChannel, ConvertToObjectType, and ConvertToTraceType members of UCollisionProfile

Change 2987987 on 2016/05/24 by James.Golding

	OR-17910 : Support 'show collision' in Test configuration

Change 2988123 on 2016/05/24 by Jon.Nabozny

	Prevent FBodyInstance::Weld causing duplicate PhsyXShapes to be created / added to ShapeToBodiesMap when toggling SimulatePhysics on PrimitiveComponent.

	#JIRA UE-31189

Change 2988449 on 2016/05/24 by Rolando.Caloca

	DF - Split FActiveMorphTarget's weight into its own array in prep for GPU friendly data

Change 2988485 on 2016/05/24 by Jon.Nabozny

	Swap order of setRigidBodyFlag and setRigidDynamicFlag inside UpdateInstanceSimulatePhysics to prevent PhysX error about Kinematic bodies not using CCD.

	#JIRA UE-30993

Change 2988969 on 2016/05/24 by Rolando.Caloca

	DF - GPU morph targets
	- Enable using r.MorphTarget.Mode 1

Change 2989645 on 2016/05/25 by Marc.Audy

	Apply CL# 2989481 to Dev-Framework
	#jira UE-31055

Change 2989987 on 2016/05/25 by Wes.Hunt

	Redo of CL#2982707 2982716 2982723 2983780 2983864 from //Orion/Dev-General in preparation for continuing Analytics refactor in a Dev branch.

	AnalyticsET support for arbitrary Json events.
	* AnalyticsET supports a new API, RecordEventJson.
	* API supports rvalue refs to avoid unnecessary copies of the attribute array.
	#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982707 by Wes.Hunt on 2016/05/18 17:22:20.

	Remove Analytics code to divert legacy code to source data collector.
	#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982716 by Wes.Hunt on 2016/05/18 17:27:25.

	Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore.
	#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982723 by Wes.Hunt on 2016/05/18 17:29:40.

	Modernize FAnalyticsEventAttribute usage.

	Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings.
	* The Name must be convertible to a string
	* The value must be convertible to a string via an AnalyticsConversion::ToString() overload.
	* Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more.

	Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of:
	    RecordEvent("EventName", MakeAnalyticsEventAttributeArray(
	        "Attr1", false,
	        "Attr2", 42.0,
	        "Attr3",  SomeMap,
	        "Attr4", SomeArray);

	#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983780 by Wes.Hunt on 2016/05/19 13:51:48.

	Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS...
	#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983864 by Wes.Hunt on 2016/05/19 14:17:05.

Change 2989988 on 2016/05/25 by Wes.Hunt

	Fix usage of FAnalyticsEventAttribute constructor using a bitfield that was invalidated by the change to make FAnalyticsEventAttribute use a perfect forwarding constructor. bitfields cannot be perfect-forwarded... :(

Change 2990493 on 2016/05/25 by Joe.Graf

	Added tooltips to the collision analyzer's buttons

	#CodeReview: james.golding

Change 2991064 on 2016/05/26 by James.Golding

	- Remove many Animation headers from Engine.h
	- Remove AnimationAsset.h from SkeletalMeshComponent.h, Character.h, CharacterMovementComponent.h

Change 2991113 on 2016/05/26 by Benn.Gallagher

	Fixed edge case in random sequence player where we might trigger an extra loop when waiting on a blend to finish. And made it impossible for a shuffle list to start with the animation that is currently playing (seemingly duplicating the anim).

Change 2991163 on 2016/05/26 by Rolando.Caloca

	DF - Rename and refactor some morph target compute shader in prep for interop with skin cache

Change 2991167 on 2016/05/26 by Jon.Nabozny

	Add `#include "DataTable.h"` to GameplayTagsManager.h. FGameplayTagTableRow is derived from FTableRowBase which isn't necessarily included. This issue is hidden in most cases as "Engine.h" includes "DataTable.h".

Change 2991183 on 2016/05/26 by Wes.Hunt

	Disable general forwarding constructor for AnalyticsEventAttribute for non arithmetic types, so they are free to choose other overloads more appropriately.

Change 2991199 on 2016/05/26 by Wes.Hunt

	Drastically reducing the headers dependencies on analytics headers. Analytics headers no longer appear in PCH files, and rarely if ever appear in a header file.

	IAnalyticsProviderModule.h only touches 8 source files.
	Analytics.h only touches 8 source files.
	IAnalyticsProvider.h only touches 5 headers and 97 source files.
	AnalyticsET.h only touches 12 source files.

Change 2991301 on 2016/05/26 by James.Golding

	Fix CIS for Fortnite

Change 2991319 on 2016/05/26 by James.Golding

	Fix CIS for Orion

Change 2991373 on 2016/05/26 by Joe.Graf

	Tweaked the tooltip text for the collision analyzer record button to be correct for both states
	Added a common button style so that the buttons have a consistent look

	#CodeReview: james.golding

Change 2991401 on 2016/05/26 by James.Golding

	Fix UT CIS

Change 2991406 on 2016/05/26 by James.Golding

	Fix Ocean CIS

Change 2991491 on 2016/05/26 by Lina.Halper

	Moved MorphTarget.h

	- Checked in modified functions fo AnimationRuntime for other features coming up
	 - Should not change any behavior of existing content

	#code review: James.Golding, Rolando.Caloca

Change 2991494 on 2016/05/26 by Wes.Hunt

	Fix for Unity error in AnalyticsET module after hedaer dependency reduction

Change 2991503 on 2016/05/26 by Jon.Nabozny

	Fix issue where FConstraintInstance (inside UPhysicsConstraintComponent) is not editable in InstanceEditor but is editable in BlueprintEditor.

	#JIRA UE-31267

Change 2991562 on 2016/05/26 by Zak.Middleton

	#ue4 - Reduce allocations during movement and overlap queries and when grabbing shapes from physx actors.

Change 2991586 on 2016/05/26 by James.Golding

	More CIS fixes for Orion and Fortnite

Change 2991673 on 2016/05/26 by Wes.Hunt

	Another non-unity fix for Analytics include dependency reduction.

Change 2991733 on 2016/05/26 by Zak.Middleton

	#dev - Test map, 50 walking dudes.

Change 2991781 on 2016/05/26 by Lina.Halper

	Back out revision 15 from //UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp

	- Back out a part of changes that I didn't mean to check in.

Change 2991922 on 2016/05/26 by Zak.Middleton

	#ue4 - Maybe fix Mac build.

Change 2991957 on 2016/05/26 by Joe.Graf

	Fixed the collision analyzer file open text (said project instead of collision)

Change 2991991 on 2016/05/26 by Lina.Halper

	Fix compile error

Change 2992089 on 2016/05/26 by Zak.Middleton

	#ue4 - Fix Mac/PS4 build.

Change 2992108 on 2016/05/26 by Wes.Hunt

	Yet another non-unity fix for Analytics header inclusion reduction.

Change 2992190 on 2016/05/26 by Zak.Middleton

	#ue4 - Mark FHitResult, FOverlapResult, FOverlapInfo as POD types. Avoids destructors etc when in TArrays.

Change 2992593 on 2016/05/27 by Martin.Wilson

	Build fixes for non editor platforms

Change 2992885 on 2016/05/27 by Rolando.Caloca

	DF - Fix crash on thumbnails
	#jira UE-31398

Change 2993058 on 2016/05/27 by Lukasz.Furman

	fixed behavior tree getting stuck on ResumeLogic call
	#jira OR-22498

Change 2993064 on 2016/05/27 by Zak.Middleton

	#ue4 - Fix root motion network corrections not clearing root motion data.

	udn: https://udn.unrealengine.com/questions/294985/jittering-in-character-movement-during-networked-m.html
	#jira UE-31316

Change 2993215 on 2016/05/27 by Lukasz.Furman

	gameplay debugger fixes: navmesh rendering is not hidden after disabling tool, player stuck in spectator mode after disabling tool, confusing version description for categories without data packs
	added replicated input bindings for debugger's categories
	#ue4

Change 2993521 on 2016/05/27 by Zak.Middleton

	#ue4 - Reduce allocations in UI Canvas items.

Change 2993995 on 2016/05/30 by Mieszko.Zielinski

	Temporary fix for BBKeySelector not handling properly multiple UObject subtypes #UE4

	#jira UE-31435

Change 2993998 on 2016/05/30 by Mieszko.Zielinski

	Improves handling of a special case in EQS score normalization, where all items have the same score #UE4

	We used to set the normalized score of 1 for all items, which was counter intuitive if all items have scored 0 in an unnormalized test. The improve handling detects that and assigns score of 0 in that case.

Change 2993999 on 2016/05/30 by Mieszko.Zielinski

	Fixed FEQSParametrizedQueryExecutionRequest converting non-BB values into EQS params wrong #UE4

Change 2994000 on 2016/05/30 by Mieszko.Zielinski

	Exposed UNavigationInvokerComponent as part of ENGINE_API so that it can be spawned procedurally in C++ in game specific code #UE4

Change 2994003 on 2016/05/30 by Mieszko.Zielinski

	Fixed naming of console variable controllin v-logging of FGameplayAttribute #UE4

	The old name was copy-pasted from somewhere.

Change 2994007 on 2016/05/30 by Mieszko.Zielinski

	Fixed unregistering listeners from perception system not clearing up all data #UE4

	Also, introduced two precisely named functions, GetCurrentlyPerceivedActors and GetKnownPerceivedActors to replace ambiguous GetPerceivedActors
	Also, renamed UAIPerceptionComponent::TActorPerceptionContainer to UAIPerceptionComponent::FActorPerceptionContainer

Change 2994475 on 2016/05/31 by Wes.Hunt

	Fix Unity build failure for analytics inclusion reduction for IOSFlurry.

[CL 2994701 by Marc Audy in Main branch]
2016-05-31 13:51:34 -04:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Richard Hinckley
3663bdfea7 [UE-19587] Tutorials that the user starts do not cause the green flash to show up in future sessions as per user feedback.
[CL 2653324 by Richard Hinckley in Main branch]
2015-08-12 15:25:37 -04:00
Chris Wood
8a112d6140 PushMenu() now respects QueryPopupMethod(). All menus now support reusing windows.
UE-14641 - Fix PushMenu() to use QueryPopupMethod()

Pretty big refactor
Adds IMenu as way to identify menus. Replaces referring to menus as SWindows.
Lots of uses of PushMenu() fixed up to match new API

#codereview Nick.Atamas

[CL 2579277 by Chris Wood in Main branch]
2015-06-05 20:19:33 -04:00
Richard Hinckley
1b4e4ab4b6 [UE-16409] Added an editor option to prevent tutorial alerts from popping up in the future, including in other projects.
[CL 2577237 by Richard Hinckley in Main branch]
2015-06-04 13:28:50 -04:00
Richard Hinckley
4ba3b8b2f1 [UE-9586] The "Back" button in tutorials can be linked to a different tutorial, like the "Next" button. Tutorials assigned to the "Previous Tutorial" field (new) will be used for this, and will activate the button for this purpose on stage 0. Tutorials started in this way will begin on their final stage. The Launch Tutorial functionality (in code) now uses an enum for startup instead of a bool, so we can force a restart, continue from where we left off (default), or start at the final stage.
[CL 2500370 by Richard Hinckley in Main branch]
2015-04-02 16:56:18 -04:00
Richard Hinckley
3ced32796e [UE-7933] Improved on previous fix so the tutorial itself closes the browser on launch, rather than the browser doing it.
[CL 2489838 by Richard Hinckley in Main branch]
2015-03-24 16:09:29 -04:00
Richard Hinckley
1ec5bc94fb [UE-10992] Dismiss-all added to right-click menu on tutorial button. Stops green pulse animation on all tutorial buttons and saves to config file.
Known minor bug: If multiple windows are open with pulses animating, only the one that is given the "dismiss all" command will stop animating. The others will continue until their windows are closed and reopened, or they are dismissed individually.

[CL 2486244 by Richard Hinckley in Main branch]
2015-03-20 11:54:33 -04:00
Richard Hinckley
3a6648fda1 Dismissing a the tutorial on the Tutorials Browser button stops it from coming back when the editor is restarted, or from launching again when you try to open the browser.
[CL 2483125 by Richard Hinckley in Main branch]
2015-03-18 11:36:12 -04:00
Richard Hinckley
dc4bb930e1 [UE-11086] Dismissing a tutorial doesn't open the tutorial browser.
[CL 2467958 by Richard Hinckley in Main branch]
2015-03-03 15:08:54 -05:00
Richard Hinckley
9328b23c0a Font fix in tutorial loading widget. Minor cleanup (deleted commented-out code) in tutorial button.
[CL 2450161 by Richard Hinckley in Main branch]
2015-02-18 10:25:32 -05:00
Matthew Griffin
209dd5d076 [INTEGRATE] Change 2443386 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/02/12 09:36:51
Fixed typo in tutorial button tool-tip change

[CL 2449803 by Matthew Griffin in Main branch]
2015-02-18 04:12:47 -05:00
Matthew Griffin
b82070df9f [INTEGRATE] Change 2442585 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/02/11 18:24:57
Always remind users about tutorials until they complete the tutorial or explicitly dismiss it (UE-9550)
	- Previously, even opening a tutorial once would prevent the reminder beacon for that tutorial to show again, ever.
	- Now, the beacon will be hidden for the remainder of that editor session and reappear the next time, unless the user completed the tutorial
	- The user can also right click on the beacon and choose to "Don't Remind Me Again" which will prevent it from appearing in the future for that specific tutorial (no change in behavior)

	#codereview james.golding, richard.hinckley

[CL 2448756 by Matthew Griffin in Main branch]
2015-02-17 10:48:07 -05:00
Richard Hinckley
af4e486a74 UE-7990 - Fixed with a decent Slate widget.
[CL 2420847 by Richard Hinckley in Main branch]
2015-01-27 14:54:15 -05:00
Ben Marsh
76c1715499 [INTEGRATE] Change 2412170 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/01/20 09:44:23
Minor tutorial button tooltip cleanups

[CL 2419432 by Ben Marsh in Main branch]
2015-01-26 18:35:08 -05:00
Richard Hinckley
1b463c07e6 Adding SDockTab.h to fix NonUnity compile.
[CL 2418153 by Richard Hinckley in Main branch]
2015-01-25 15:35:47 -05:00
Richard Hinckley
52a6878751 Adding an include file to fix a NonUnity GUBP issue.
[CL 2418123 by Richard Hinckley in Main branch]
2015-01-25 12:04:22 -05:00
Richard Hinckley
a076fd9bb9 UE-7990 fixed the technical issues. Still should have a visual element, like a throbber, to give users some feedback as to why the tutorial window isn't popping up immediately.
[CL 2417904 by Richard Hinckley in Main branch]
2015-01-24 15:00:16 -05:00
Dan Hertzka
1ce19a5ffa Full rename of the Slate "active tick" system to "active timer"
[CL 2394301 by Dan Hertzka in Main branch]
2014-12-19 17:44:49 -05:00
Dan Hertzka
c042ddcb94 ---- Merging with SlateDev branch ----
Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI.

While asleep, Slate will skip the Tick & Paint pass for that frame entirely.
- There are TWO ways to "wake" Slate and cause a Tick/Paint pass:
    1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active.
        - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick.
    2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked.

- The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action.
    - Examples include animation, async operations that update periodically, progress updates, loading bars, etc.

- An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before.

- An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick()
    - There are THREE ways to unregister an active tick:
        1. Return EActiveTickReturnType::StopTicking from the active tick function
        2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick()
        3. Destroy the widget responsible for the active tick

- Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar
- There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed.
    - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f)

- The FCurveSequence API has been updated to work with the active tick system
    - Playing a curve sequence now requires that you pass the widget being animated by the sequence
    - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete
    - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end.

[CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -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
Thomas Sarkanen
3014bfc0df Moving tutorial browser to an editor nomad tab
Tweaked styles and layout to better suit a tab.
Also fixed browser not showing some tutorials if all assets are not yet loaded.
Progress is now updated periodically as the browser can be now open while a tutorial is in progress.

TTP# 347956 - TUTORIALS: Selecting More Tutorials can hide Tutorial Browser

[CL 2327011 by Thomas Sarkanen in Main branch]
2014-10-13 06:46:06 -04:00
Thomas Sarkanen
dfc9addd05 Tearing off a highlighted widget no longer results in duplicate content being displayed
Tutorials browser now always appears on the mainframe. This avoids the browser appearing on small torn-off windows if content is torn off while a tutorial is in progress.
Also fixed crash when opening a browser from a widget that used to be docked to anotehr tab (weak window pointer was invalid at this point).

TTP# 347014 - EDITOR: TUTORIAL: If a tab is undocked while being referenced in the "welcome to the unreal editor" tutorial, there will be two instances of the tutorial text

[CL 2305366 by Thomas Sarkanen in Main branch]
2014-09-22 09:42:52 -04:00