Commit Graph

14 Commits

Author SHA1 Message Date
Mike Fricker
938930cdc7 Mesh Editor: Converted Mesh Editor to a plugin
- All code and content for Mesh Editor has been moved to it's own plugin
- Various fixes to extensibility of VR Editor UI

#rb lauren.eidge
#codereview richard.talbotwatkin

[CL 3352612 by Mike Fricker in Dev-Geometry branch]
2017-03-17 17:09:45 -04:00
Unrealbot
02dbb9765e Branch snapshot for CL 3327560
[CL 3327560 in Dev-Geometry branch]
2017-03-01 12:26:39 -05:00
Lauren Ridge
80800af942 Merging //UE4/Dev-Main to Dev-VREditor (//UE4/Dev-VREditor) (up to CL 3232529)
#rb Mike.Fricker

[CL 3234446 by Lauren Ridge in Dev-VREditor branch]
2016-12-14 09:34:57 -05:00
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
Lauren Ridge
7ee7a8a196 New Slate-based dynamic menu, with delegates for overriding widget creating. New behavior is that you must click the thumbstick or touchpad to summon/dismiss the radial menu, select options with a direction on the thumbstick/touchpad, and then select with the trigger. Quick menu functionality is mostly the same, just the laser is now hidden.
#rb mike.fricker, nick.darnell, matt.kuhlenschmidt

[CL 3174915 by Lauren Ridge in Dev-VREditor branch]
2016-10-26 10:36:21 -04:00
Yannick Lange
5c0cfa8776 VR Editor: Updated all copyrights to 2016
#rb none #codereview @Mike.Fricker @Lauren.Ridge

[CL 3137637 by Yannick Lange in Dev-VREditor branch]
2016-09-23 07:30:26 -04:00
Yannick Lange
c9ddf840bc VR Editor: - VREditor extensibility make sure all worlds have world interaction #jira UETOOL-892
- FVREditorMode made into a UObject
- Added EditorWorldManager that holds all worlds with a ViewportWorldInteraction and VREditorMode
- ViewportWorldInteraction is ticked from UEditorEngine instead of using FTickableEditorObject
- Fixed transform gizmo being visible on start at the viewport location
- Fixed Crash when double clicking a level in Content Browser to open it #jira UE-32541
- Fixed AvatarActor log warning when going into VREditor mode #jira UE-34434
#rb none #codereview @Mike.Fricker @Lauren.Ridge

[CL 3109859 by Yannick Lange in Dev-VREditor branch]
2016-09-01 10:05:49 -04:00
Yannick Lange
47cd016912 VR Editor :
- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
- Avatar code refactor to its own actor class #jira UETOOL-812
#rb @Mike.Fricker

[CL 3063094 by Yannick Lange in Dev-VREditor branch]
2016-07-25 10:14:54 -04:00
Lauren Ridge
4542424978 Auto-entry into VR editing mode when a Vive or Oculus Rift is worn. Editor setting under Experimental to toggle the behavior, new enum EHMDWornState which defaults to Unknown for headsets that don't have sensors to detect user proximity/interaction.
#rb Mike.Fricker

[CL 3039896 by Lauren Ridge in Dev-VREditor branch]
2016-07-06 14:53:11 -04:00
Mike Fricker
644603b968 Viewport Interaction: Mouse cursor support (merged from CL 3026507)
- Added a new 'mouse cursor' interactor that can be enabled (when not in VR)
- We now automatically create a "mouse cursor" interactor when running in 'forced VR mode', so you can click on objects and gizmos!
- Currently it only supports 'SelectAndMove' (LMB), 'SelectAndMove_LightlyPressed' (MMB) and 'WorldMovement' (RMB)
- Interacting with UI using the mouse cursor is not supported yet.

Other fixes:
- ViewportInteraction: Fixed assertions when an interactor had no 'pair' and certain actions were triggered
- ViewportInteractor: Now creates a default transform for the interactor if no overridden implementation was provided
- VREditorInteractor: Fixed bad memory references to expired stack addresses
- VREditor: Fixed mouse buttons events not being routed through to HandleInputKey() (preprocessor did not support those.)
- VREditor: External modules can now activate VR Editor in 'forced VR mode', using new optional parameter to EnableVREditor()
- VREditor: Tutorial no longer shows up in 'forced VR mode'.  You can't click on UI anyway, and it was just in the way

#rb yannick.lange

[CL 3026577 by Mike Fricker in Dev-VREditor branch]
2016-06-24 10:23:42 -04:00
Yannick Lange
0b5190a1bd VR Editor:
- Removed InputEvent parameter from the ViewportFOnVIActionHandle, because this data was already stored in the FViewportActionKeyInput that is also passed
- Fixed typo ViewportDragOperation SetDragOperationClass
- Removed OnDrag from interactables
- Fixed mac warning with order of ViewportWorldInteraction constructor initialization list
- Added events for AVREditorButton
- Added Switching between VR Editor to VR PIE:
  - Changed quickmenu to add PIE in VR button
  - Module starts PIE when the reason for exiting the mode was to start PIE session
  - Module sets the initial worldtometers for the VR Editor and stores it, so when exiting the VR Editor mode the worldtometers is set back from what it was before VR Editor.
#rb Mike.Fricker

[CL 3025030 by Yannick Lange in Dev-VREditor branch]
2016-06-23 13:47:36 -04:00
Mike Fricker
7c3c4265b6 VR Editor: Removed some hacks in preparation for merge to main
- Actors prefixed with "Frozen" in their label are no longer unselectable in the VR Editor
- Removed various comments for VR Editor hacks that no longer applied

[CL 2934937 by Mike Fricker in Dev-VREditor branch]
2016-04-06 11:09:15 -04:00
unrealbot
b0858280f5 Branch snapshot for CL 2889817
[CL 2889817 in Dev-VREditor branch]
2016-03-11 17:29:00 -05:00