Commit Graph

42 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
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
41a00ec0ab Added a feature to in-engine tutorials that enables platform-specific screen skipping.
[CL 2604350 by Richard Hinckley in Main branch]
2015-06-29 14:06:00 -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
Jaroslaw Palczynski
f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00
Jaroslaw Palczynski
fa31560e2d Enabled UHT to digest GENERATED_BODY instead of GENERATED_UCLASS_BODY, GENERATED_USTRUCT_BODY, GENERATED_UINTERFACE_BODY or GENERATED_IINTERFACE_BODY, changed every occurence to the new syntax and fixed every warning that have fallen out of this change.
#codereview Robert.Manuszewski

[CL 2481333 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:19:11 -04:00
bruce nesbit
78a4b4dd88 Added tags to tutorials
Made super search search tutorial tags

[CL 2475042 by bruce nesbit in Main branch]
2015-03-11 09:25:44 -04:00
bruce nesbit
26b343839f Added show/hide engine content blueprint callable function
[CL 2461919 by bruce nesbit in Main branch]
2015-02-26 04:15:44 -05:00
Matthew Griffin
6aee4b8bfd [INTEGRATE] Change 2441350 by bruce.nesbit@bnesbit_Releases on 2015/02/11 05:55:27
Added back button to tutorials.
	(Also fixed overridable text on next button and provided same for back button)

[CL 2448653 by Matthew Griffin in Main branch]
2015-02-17 09:56:06 -05:00
Richard Hinckley
2a39e92502 Sort order of tutorials and categories in tutorial browser can now be set in data instead of always being alphabetical.
[CL 2428136 by Richard Hinckley in Main branch]
2015-02-02 10:16:37 -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
0d751ff56f [INTEGRATE] Change 2418658 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/26 11:10:25
Added a "Play" button to editor tutorial assets in the Content Browser

	UE-7970 - Add small 'play' button to EditorTutorial asset thumbnail

	"EditorTutorial" now provides some class type actions which show a "Play" button on Blueprints that derive from it.

	ReviewedBy Thomas.Sarkanen

[CL 2419742 by Ben Marsh in Main branch]
2015-01-26 20:22:38 -05:00
Ian Shadden
75abf3cca9 #UE4: Fixed the 4 editor tutorial events to be events again by removing the old const bit (talked to Mike Beach and Phillip Kavan about this being the correct way to fix this)
[CL 2404157 by Ian Shadden in Main branch]
2015-01-12 20:13:44 -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
Ian Shadden
2debe31f86 #UE4 DOCS: Copied the soft reference functionality from the Global Editor Utility class to the Editor Tutorial Class
#code_review Nick.Whiting

[CL 2363949 by Ian Shadden in Main branch]
2014-11-18 16:24:38 -05:00
bruce nesbit
3d564d83e5 Added Tab focus field for tutorials.
[CL 2334438 by bruce nesbit in Main branch]
2014-10-20 08:15:36 -04:00
Thomas Sarkanen
9d65f80e73 Tutorial Blueprint fixes
Tutorials now return a valid UWorld, enabling audio playback, timers and all sorts of good stuff.
Stage started event now fires on first stage.
Skipping a stage from BP now rebuilds content properly.
Added events for tutorial launch and close.

[CL 2330093 by Thomas Sarkanen in Main branch]
2014-10-15 09:37:16 -04:00
Thomas Sarkanen
d9ba2d3606 Tutorial content 'Next' button is now green, has text and is customizable
Rearranged layout/padding a little to compensate for larger apparent button size.
Kept larger button hitbox, which required some custom border handling for the button.

TTP# 348109 - EDITOR: TUTORIALS: Add green buttons to tutorials

[CL 2314257 by Thomas Sarkanen in Main branch]
2014-09-30 11:37:26 -04:00
Dan Hertzka
65a78f3211 Undoing changes to FText customization - as before, defaults to single line and specify multiline with "meta=(MultiLine="true")"
[CL 2311212 by Dan Hertzka in Main branch]
2014-09-26 12:26:56 -04:00
Thomas Sarkanen
4e909f8754 Dont show non-standard Blueprint Tutorials
Also allow tutorials to be hidden from the browser if necessary

TTP# 347111 - TUTORIALS:Tutorials browser shows MacroLibraries based on EditorTutorial class

[CL 2305308 by Thomas Sarkanen in Main branch]
2014-09-22 09:42:03 -04:00
Max Preussner
e877227b67 MessageLog: Added message tokens for tutorials
[CL 2303315 by Max Preussner in Main branch]
2014-09-18 18:59:55 -04:00
James Golding
8469b0fc89 Fix tutorial not displaying if NULL window was passed in
#codereview thomas.sarkanen

[CL 2302957 by James Golding in Main branch]
2014-09-18 16:42:40 -04:00
Thomas Sarkanen
304d700746 Added/edited extra tutorial contexts & added analytics
Tutorial contexts for IOS/Android/Whatever are now hooked up (console setup ones are still missing).

Analytics added for tutorial usage in various places.

Added ability to reset tutorial state with -ResetTutorials command-line flag.

Cleaned up some unused code (still a lot more to come here!).

[CL 2302314 by Thomas Sarkanen in Main branch]
2014-09-18 08:10:29 -04:00
Thomas Sarkanen
7f790bb5a0 Tutorial factories now import in the standard way
Added new factory for import.
Removed old import dialog - importing is now done via the import button or reimport... in the asset editor.
Added path that the file was imported from to UEditorTutorial.

[CL 2300765 by Thomas Sarkanen in Main branch]
2014-09-17 06:20:05 -04:00