Commit Graph

16 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
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00
PaulEremeeff
c9a246101e PR #1013: Fixing PVS-Studio warnings. (Contributed by PaulEremeeff)
Some files have been omitted and will be submitted with modified corrections

[CL 2505544 by Dan Oconnor in Main branch]
2015-04-08 14:46:25 -04:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Dmitry Rekman
a9584f2e61 Fixing || and && being in the same scope.
Not changing the existing behavior, although unsure whether it matches the intent in some cases.
Rule of thumb: when || and && are in the same scope, they are evaluated as if && was in parentheses
   E.g.
      Pointer && Pointer->Foo() || Pointer->Bar()
    is evaluated as
     (Pointer && Pointer->Foo()) || Pointer->Bar()

(I fixed such cases in changelists before this one as they were certainly unsafe).

#codereview Nicholas.Davies, Matt.Kuhlenschmidt, Gareth.Martin, Daniel.Wright, Mike.Beach, Maciej.Mroz, Simon.Tovey, Michael.Schoell

[CL 2362986 by Dmitry Rekman in Main branch]
2014-11-17 23:35:09 -05:00
Michael Noland
d21ebf1247 Editor: Add tracking of the associated toolkit host for a FEditorModeTools instance and reduced dependencies on the level editor in individual modes
#codereview andrew.rodham

[CL 2357958 by Michael Noland in Main branch]
2014-11-12 22:02:17 -05:00
Mikolaj Sieluzycki
d43e69c4b9 Prepare cpp files for header cleanup.
#codereview Robert.Manuszewski

[CL 2356854 by Mikolaj Sieluzycki in Main branch]
2014-11-12 04:43:54 -05:00
Dmitriy Dyomin
822c8e481a Fixed: CRASH:EDITOR: Editor crashes when unloading a landscape from sublevel in world composition browser
TTP# 343110
#code_review Andrew.Rodham

[CL 2243877 by Dmitriy Dyomin in Main branch]
2014-08-05 01:07:33 -04:00
Michael Trepka
3293117f09 More fixes for Clang warnings
[CL 2238624 by Michael Trepka in Main branch]
2014-07-31 15:43:08 -04:00
Andrew Rodham
ba3528c9d4 Made it possible for asset editors to maintain their own FEditorModeTools lists
Breaking changes include:
    * Rename of GEditorModeTools -> GLevelEditorModeTools to signify that it applies only to the level editor modes
    * Addition of FEditorModeRegistry, responsible for managing and creating new editor modes. Modes are no longer registered with an instance of the mode, instead with a mode factory that is able to create a new mode of that type.
    * Editor modes now operate on FEditorViewportClients rather than FLevelEditorViewportClients
    * Added ability to specify an FEditorModeTools when creating an FEditorViewport

Moved component vizualiser manager handling outside of individual editor modes, and into FLevelEditorViewportClient. This should make it easier to transplant in future.

This work addresses TTP#334640 - EDITOR: Investigate making editor modes a per-'editor' concept

Reviewed by Michael Noland, Matt Kuhlenschmidt

[CL 2109245 by Andrew Rodham in Main branch]
2014-06-18 10:16:16 -04:00
Richard TalbotWatkin
3ab10695ff Renaming an asset which appears in the recently placed list will update the recently placed list accordingly.
#ttp 337370 - EDITOR: CRASH: Placing an actor that has been renamed from the recently placed list results in an ensure
#branch UE4
#proj Editor.PlacementMode
#add Added new delegate to the OnAssetRenamed event (in FPlacementMode::Initialize / FPlacementMode::~FPlacementMode).
#add Created FPlacementMode::OnAssetRenamed which goes through the RecentlyPlaced array and amends the ObjectPath to the new path.
#reviewedby Chris.Wood

[CL 2108220 by Richard TalbotWatkin in Main branch]
2014-06-17 12:05:38 -04:00
Richard TalbotWatkin
76e5ce4ad6 Deleting assets forces the Mode tab's Recently Placed list to be refreshed.
#ttp 334592 - When an asset is deleted from the content browser, it should be removed from the 'recently placed' list as well to avoid confusion
#branch UE4
#proj Editor.PlacementMode
#add Added FPlacementMode::OnAssetRemoved, which forces a refresh of the recently placed list.  Added a call to this method in the OnAssetRemoved event in AssetRegistryModule.
#add In SPlacementModeTools::RefreshRecentlyPlaced, the list of asset paths is iterated, and those which yield a valid FAssetData object are added to the widget container.  In the case of a just deleted widget, the UObject is only marked as pending delete (it has had its RF_Standalone flag cleared), and a GC sweep cannot yet have happened, so it's necessary to explicitly check for this flag set when iterating.

[CL 2073929 by Richard TalbotWatkin in Main branch]
2014-05-15 03:33:50 -04:00
Nick Darnell
b96d695522 * FDragDropOperation now inherits from TSharedFromThis, no need to do it on subclasses any more. I've removed it from the subclasses that were also doing it.
* FDecoratedDragDropOp's Hover text is now FText, instead of FString.

[CL 2041690 by Nick Darnell in Main branch]
2014-04-23 17:55:20 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00