Commit Graph

115 Commits

Author SHA1 Message Date
Dmitry Rekman
02bd8563a2 Improvements to code projects on Linux.
- Changes from PR #560 (contributed by salamanderrake).
- KDevelop accessor plugin added (switched to it in settings).
- Closes UE-4724.

[CL 2348971 by Dmitry Rekman in Main branch]
2014-11-04 16:37:36 -05:00
Chris Gagnon
0e6d657c3d Refactor to unify keyboard and controller input and focus.
Native controller navigation support.

[CL 2345039 by Chris Gagnon in Main branch]
2014-10-30 12:29:36 -04:00
bruce nesbit
da212769c0 Removed extra qualifier in SNewProjectWizard.h and added comments to the 4 new functions therin
[CL 2344918 by bruce nesbit in Main branch]
2014-10-30 10:27:56 -04:00
bruce nesbit
bfac007770 Tweaked new project dialog so it can show class and asset types used by a template.
Revised template descriptions to provide more details.

[CL 2344912 by bruce nesbit in Main branch]
2014-10-30 10:23:07 -04:00
Ian Shadden
6878263659 #UE4 DOCS: Added tutorial highlighting meta data to the Add Code to Project wizard: the major frame, the "type of code to add" scroll box, the class name, and path.
#Code_Review Jamie.Dale

[CL 2338726 by Ian Shadden in Main branch]
2014-10-23 13:16:00 -04:00
Wes Hunt
31e2bb00ac Removed a bunch of stuff from Slate standard include, created SlateBasics.h
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN

[CL 2329610 by Wes Hunt in Main branch]
2014-10-14 22:50:06 -04:00
Robert Manuszewski
55f4bd6581 Removed [URL] GameName=Name from ini as we no longer need it for anything else than fixing the game name case (passed from command line)
#change Removed GGameName usage from code and replaced it with FApp::*GameName API
#change Added FApp::SetGameName(), FApp::IsGameNameEmpty()
#change Added IFileManager::GetFilenameOnDisk to get the correct case of a filename on disk
#change Renamed GGameName to GInternalGameName

[CL 2328446 by Robert Manuszewski in Main branch]
2014-10-14 10:31:43 -04:00
Jaroslaw Palczynski
7c41927cf4 Rename FPostConstructInitializeProperties to something simpler
Changed it with FObjectInitializer.

UECORE-7

[CL 2328384 by Jaroslaw Palczynski in Main branch]
2014-10-14 10:29:11 -04:00
Peter Sauerbrei
548da9d74a fix for Mac compile
#ue4

[CL 2327678 by Peter Sauerbrei in Main branch]
2014-10-13 16:53:31 -04:00
Marc Audy
9125161195 Fix non-unity
[CL 2327527 by Marc Audy in Main branch]
2014-10-13 14:52:57 -04:00
Marc Audy
e26e577ccb Potential CIS fix for mac compile error
[CL 2327482 by Marc Audy in Main branch]
2014-10-13 14:22:42 -04:00
Marc Audy
2077f3a586 Expose ProjectHasCodeFiles, GenerateBasicSourceCode, GetCurrentProjectModules and DetermineModuleIncludePath from GameProjectGenerationModule
[CL 2327274 by Marc Audy in Main branch]
2014-10-13 11:47:21 -04:00
Michael Noland
74fec032b6 Editor: Fix hardware target settings being written into the wrong config file when creating a new project (and thus not taking effect)
- HW target settings now write to DefaultEngine.ini instead of DefaultEditor.ini when generating a project
- HW target settings now write their enum value as a string instead of an integer when generating a project
#Integrate change 2326075 from 4.5 to main

[CL 2326077 by Michael Noland in Main branch]
2014-10-10 18:18:31 -04:00
Jaroslaw Palczynski
cc0f6d9a4e UObject custom constructors.
In order to use new feature user have to change GENERATED_UCLASS_BODY() macro to the new GENERATED_BODY(). Then no constructor is implicitly declared. If there is no constructor declared in UCLASS then PCIP one is declared and defined that passes PCIP down to super-class. On the other hand if there is a constructor declared then UObject system expects to have one of the default or PCIP constructor to initialize a class during loading from disk, default object creation, etc. and it expects that user will declare and define one.

There is a possibility now to create UCLASS with the default constructor (i.e. no PCIP).

New macro is encouraged by standard classes and in-editor wizards templates.

#codereview Robert.Manuszewski

[CL 2325282 by Jaroslaw Palczynski in Main branch]
2014-10-10 04:34:56 -04:00
Andrew Rodham
4ad1b987fc Improved progress reporting in the editor
FScopedSlowTask has been refactored to better allow for nesting of slow operations. This allows us to cascade nested scopes and provide accurate feedback on slow tasks. FScopedSlowTasks now work together when nested inside sub functions. Break up long functions that contain calls to multiple nested FScopedSlowTasks with FScopedSlowTask::EnterProgressFrame().

Example Usage:
void DoSlowWork()
{
    FScopedSlowTask Progress(2.f, LOCTEXT("DoingSlowWork", "Doing Slow Work..."));
    // Optionally make this show a dialog if not already shown
    Progress.MakeDialog();

    // Indicate that we are entering a frame representing 1 unit of work
    Progress.EnterProgressFrame(1.f);

    // DoFirstThing() can follow a similar pattern of creating a scope divided into frames. These contribute to their parent's progress frame proportionately.
    DoFirstThing();

    Progress.EnterProgressFrame(1.f);
    DoSecondThing();
}

This addresses TTP#338602 - NEEDS REVIEW: Editor progress bars nearly always just show 100%, don't offer useful indication of progress

[CL 2322391 by Andrew Rodham in Main branch]
2014-10-08 04:42:34 -04:00
Andrew Rodham
5a37b2dcfe Added hardware targeting options and starter content to project creation analytics event
#codereview Michael.Noland

[CL 2318356 by Andrew Rodham in Main branch]
2014-10-03 05:17:13 -04:00
bruce nesbit
8d8bd2250c Revised behaviour of GenerateConfigFiles so that it will extract the EditorStartupMap and GameDefaultMap from the ini files in the startercontent config folder if they exist
#codereview Marc.Audy

[CL 2315973 by bruce nesbit in Main branch]
2014-10-01 10:58:58 -04:00
Andrew Rodham
629efa78d5 Tweaked the location of marketplace and refresh buttons on the project browser
[CL 2315875 by Andrew Rodham in Main branch]
2014-10-01 09:48:58 -04:00
Ben Marsh
9932a674ab Fix marketplace button visibility check being inverted.
#codereview Andrew.Rodham

[CL 2315750 by Ben Marsh in Main branch]
2014-10-01 08:18:36 -04:00
Andrew Rodham
59859b54a1 Added line break iterator to text display on template project tiles
This addresses TTP#347914 - Project Browser: TP_VehicleAdv: Display name is cut off

[CL 2315698 by Andrew Rodham in Main branch]
2014-10-01 06:08:05 -04:00
Andrew Rodham
c3e6568441 Made starter content button on New Project dialog a real drop down.
This is more consistent with the other combos, and addresses TTP#347917 - PROJECT BROWSER: Starter Content buttons has a dropdown arrow, but no list.

[CL 2315697 by Andrew Rodham in Main branch]
2014-10-01 06:07:53 -04:00
Ben Marsh
5a461554bd Added a cancel button to Convert project -> Open a copy, so that you have an option to cancel project copying/duplication process.
GitHub PR 445, authored by nejclesek.

[CL 2310948 by Ben Marsh in Main branch]
2014-09-26 11:29:33 -04:00
Michael Noland
b7f7292606 Editor: Improve the 'starter content' button in the new project dialog
- Add warning bubble to starter content button when Mobile/Tablet is picked
- Add a fake down arrow to make the button look more interactive

[CL 2310662 by Michael Noland in Main branch]
2014-09-25 22:44:16 -04:00
Andrew Rodham
b5ca510692 List and tile views that have no scroll bar now support overscroll.
Also added an option to control whether overscroll is allowed on STableViewBase derivatives;
This partly addresses TTP#346682 - Need to support overscroll when items are not enough to allow scrolling (consistency with ListViews)

Reviewed by Nick Atamas

[CL 2309585 by Andrew Rodham in Main branch]
2014-09-25 06:35:19 -04:00
Ben Marsh
0f78891b7d Add a program to bootstrap packaged games, which checks for dependencies being installed (an option to include prerequisites in the game is in the packaging settings), then starts the engine with the right commandline for the project. Takes an icon from Build/Windows/Application.ico if present (which allows setting the icon for content-only projects) or the game executable being launched. Resource files added to code projects now use this icon instead.
[CL 2307139 by Ben Marsh in Main branch]
2014-09-23 13:55:06 -04:00