* Fixed resolution warning when only importing weight maps
* Only use region import when Region exist.
#rb trivial
#preflight 647a3f43e319748a8329666e
[CL 25774753 by don boogert in ue5-main branch]
Add a gamma function to the paint tools strength to make more of the slider range useful for painting. Setting: PaintStrengthGamma, defaults to 2.2 (1.0 should replicate old behavior)
Added option to disable the painting influence map which effectlively slows down the initial painting and makes it look like it accelerates. Setting: bDisablePaintingStartupSlowdown, defaults to true (false to return to old behavior)
#jira UE-183299
#rb jonathan.bard
#preflight 646feaa5407983b998343fdd
[CL 25651368 by don boogert in ue5-main branch]
This allows the landscape to use opaque mode rather than masked, which is crucial performance-wise.
#rb luc.eygasier
#preflight 646e22f31b241f074831ee09
[CL 25607691 by jonathan bard in ue5-main branch]
* Added actionable map checks for when shared properties on proxies are not up-to-date
* Save Modified Landscapes now acts as a way to fix every landscape actor that needs to be updated because of such discrepancies
* Fixed ModifiedPackages system in ULandscapeInfo so that :
** It bypasses temp packages (e.g. when creating a new map out of a template map that has discrepancies within its shared properties itself, we don't want the user to be notified since nothing has been saved yet and all will be synchronized once the actors are)
** It doesn't act on actors belong to any other world type than Editor (e.g. we don't want the user to be notified when entering PIE since properties will be properly synchronized automatically and nothing needs to be saved afterwards)
** It doesn't do anything upon rolling back a transaction (e.g. since property sharing synchronization (i.e. FixupSharedData) runs on PostRegisterAllComponents, it would report the problem to the user while if we're undoing, we're already dirty anyway)
#rb chris.tchou
#preflight 642eadbff6304b1f0240db8b
[CL 24977308 by jonathan bard in ue5-main branch]
[FYI] don.boogert
Original CL Desc
-----------------------------------------------------------------
Landscape: Create Large landscapes using World Partition
#jira UE-171982
#rb jonathan.bird
#preflight 642b6491f376ab43d23ea540
[CL 24920840 by don boogert in ue5-main branch]
* Prevent alt-dragging the landscape gizmo in landscape mode (tries to duplicate it and crashes)
* Nullptr-check for landscape copy/paste tool for CurrentLandscapeInfo, like is done elsewhere
#rb
#preflight
#preflight 6411f00dbf53fdee198dd840
[CL 24658994 by chris tchou in ue5-main branch]
The upgraded tools are:
FLandscapeToolSculpt
FLandscapeToolSmooth
FLandscapeToolFlatten
FLandscapeToolRamp
FLandscapeToolErosion
FLandscapeToolHydraErosion
The helper class FLandscapeLayerDataCache was fully upgraded to use explicit local edit layers (all tools that made use of it were upgraded, so no need for back compat).
For the tools, I decided to pass down the explicit edit layer via a "SetEditingLayer()" function -- legacy tools simply ignore that function call and continue to use the landscape shared state,
and upgraded tools will use it to set up the layer they should work in.
#rb jonathan.bard
#jira UE-133198
#preflight 63fe67b630633435f8b0e646
[CL 24472138 by chris tchou in ue5-main branch]