Commit Graph

18 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
Nick Darnell
d5a5e56664 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

Change 2889481 on 2016/03/02 by Richard.TalbotWatkin

	Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE).
	PR #2094
	#jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor

FSlateAtlasedTextureResource

	Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server.
	#jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel
	#RB Thomas.Sarkanen

Change 2890359 on 2016/03/02 by Nick.Darnell

	Jira Mirroring - Adding some tools for matching gits sha to perforce commits.  Also adding the program for scraping jira issues and pushing them elsewhere.

Change 2892008 on 2016/03/03 by Richard.TalbotWatkin

	Back out changelist 2813475

Change 2892086 on 2016/03/03 by Richard.TalbotWatkin

	Back out changelist 2813457

Change 2892117 on 2016/03/03 by Richard.TalbotWatkin

	Back out changelist 2812830

Change 2892316 on 2016/03/03 by Richard.TalbotWatkin

	Fixed conversion of brushes to volumes so that the original transform isn't lost.
	#jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform

Change 2892765 on 2016/03/03 by Andrew.Rodham

	Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor

	#codereview Mike.Fricker

Change 2894154 on 2016/03/04 by Richard.TalbotWatkin

	Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant.

Change 2894481 on 2016/03/04 by Cody.Albert

	#jira UE-27830

	Fixed mismatched layout name

Change 2896339 on 2016/03/06 by Richard.TalbotWatkin

	Fixed undo issues in texture paint mode.
	#jira UE-21206 - Texture Painting bugs

Change 2896713 on 2016/03/07 by Joe.Conley

	Replacing #ifndef with #pragma once

Change 2896955 on 2016/03/07 by Cody.Albert

	#jira UE-27711

	Added initialization for LastHighlightInteractionTime

Change 2898895 on 2016/03/08 by Richard.TalbotWatkin

	More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts.
	#jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport

Change 2900770 on 2016/03/09 by Joe.Conley

	Change #ifndef to #pragma once for headers under Runtime/Engine/Public

Change 2900835 on 2016/03/09 by Richard.TalbotWatkin

	Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems.
	#jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location
	#jira UE-20807 - Browse to Asset in Content Browser focuses just on the text
	#codereview Nick.Atamas

Change 2900837 on 2016/03/09 by Richard.TalbotWatkin

	Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden.  Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu.
	#jira UE-20567 - UX Regression on Open Asset Panel
	This also addresses a similar issue with the auto-complete popup in the Content Browser search bar.

Change 2900847 on 2016/03/09 by Richard.TalbotWatkin

	Fixed include dependency.

Change 2900951 on 2016/03/09 by Richard.TalbotWatkin

	Fixed non-dependent name lookup for superclass member access.

Change 2901325 on 2016/03/09 by Jamie.Dale

	PR #2107: Output Log Filtering (Contributed by phoboz-net)

Change 2901391 on 2016/03/09 by Jamie.Dale

	Some more output log filter improvements

	We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu.

Change 2901736 on 2016/03/09 by Alexis.Matte

	#jira UE-14632
	Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor.

	#codereview nick.darnell

Change 2903162 on 2016/03/10 by Alexis.Matte

	Fbx scene importer, Fix crash when changing the material base path in the material tab page

	#codereview nick.darnell

Change 2903903 on 2016/03/10 by Richard.TalbotWatkin

	Fixed crash when attempting to paste an object from the level viewport into the content browser.
	#jira UE-26100 - Crash when attempting to copy an object from the world into the content browser

Change 2903947 on 2016/03/10 by Richard.TalbotWatkin

[CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
Nick Darnell
71d3d81e81 Back out Dev-Editor -> Main copy up.
#lockdown Nick.Penwarden

[CL 2936997 by Nick Darnell in Main branch]
2016-04-07 14:58:54 -04:00
Nick Darnell
03c1df75c3 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

Change 2889481 on 2016/03/02 by Richard.TalbotWatkin

	Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE).
	PR #2094
	#jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor

FSlateAtlasedTextureResource

	Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server.
	#jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel
	#RB Thomas.Sarkanen

Change 2890359 on 2016/03/02 by Nick.Darnell

	Jira Mirroring - Adding some tools for matching gits sha to perforce commits.  Also adding the program for scraping jira issues and pushing them elsewhere.

Change 2892008 on 2016/03/03 by Richard.TalbotWatkin

	Back out changelist 2813475

Change 2892086 on 2016/03/03 by Richard.TalbotWatkin

	Back out changelist 2813457

Change 2892117 on 2016/03/03 by Richard.TalbotWatkin

	Back out changelist 2812830

Change 2892316 on 2016/03/03 by Richard.TalbotWatkin

	Fixed conversion of brushes to volumes so that the original transform isn't lost.
	#jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform

Change 2892765 on 2016/03/03 by Andrew.Rodham

	Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor

	#codereview Mike.Fricker

Change 2894154 on 2016/03/04 by Richard.TalbotWatkin

	Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant.

Change 2894481 on 2016/03/04 by Cody.Albert

	#jira UE-27830

	Fixed mismatched layout name

Change 2896339 on 2016/03/06 by Richard.TalbotWatkin

	Fixed undo issues in texture paint mode.
	#jira UE-21206 - Texture Painting bugs

Change 2896713 on 2016/03/07 by Joe.Conley

	Replacing #ifndef with #pragma once

Change 2896955 on 2016/03/07 by Cody.Albert

	#jira UE-27711

	Added initialization for LastHighlightInteractionTime

Change 2898895 on 2016/03/08 by Richard.TalbotWatkin

	More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts.
	#jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport

Change 2900770 on 2016/03/09 by Joe.Conley

	Change #ifndef to #pragma once for headers under Runtime/Engine/Public

Change 2900835 on 2016/03/09 by Richard.TalbotWatkin

	Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems.
	#jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location
	#jira UE-20807 - Browse to Asset in Content Browser focuses just on the text
	#codereview Nick.Atamas

Change 2900837 on 2016/03/09 by Richard.TalbotWatkin

	Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden.  Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu.
	#jira UE-20567 - UX Regression on Open Asset Panel
	This also addresses a similar issue with the auto-complete popup in the Content Browser search bar.

Change 2900847 on 2016/03/09 by Richard.TalbotWatkin

	Fixed include dependency.

Change 2900951 on 2016/03/09 by Richard.TalbotWatkin

	Fixed non-dependent name lookup for superclass member access.

Change 2901325 on 2016/03/09 by Jamie.Dale

	PR #2107: Output Log Filtering (Contributed by phoboz-net)

Change 2901391 on 2016/03/09 by Jamie.Dale

	Some more output log filter improvements

	We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu.

Change 2901736 on 2016/03/09 by Alexis.Matte

	#jira UE-14632
	Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor.

	#codereview nick.darnell

Change 2903162 on 2016/03/10 by Alexis.Matte

	Fbx scene importer, Fix crash when changing the material base path in the material tab page

	#codereview nick.darnell

Change 2903903 on 2016/03/10 by Richard.TalbotWatkin

	Fixed crash when attempting to paste an object from the level viewport into the content browser.
	#jira UE-26100 - Crash when attempting to copy an object from the world into the content browser

Change 2903947 on 2016/03/10 by Richard.TalbotWatkin

[CL 2936966 by Nick Darnell in Main branch]
2016-04-07 14:48:06 -04:00
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
Nick Darnell
7b82d75b61 Slate - Inlining several small functions in Slate to save a few hundred microseconds.
[CL 2703244 by Nick Darnell in Main branch]
2015-09-23 16:17:33 -04:00
Frank Fella
62629773a5 Prevent a crash on shutdown in windows in open gl by setting the current gl display context to null when the current device context is being released back to the system. This also required a small change to frame profiling to guard against the null context, and a change to the slate font texture which could end up processing a texture with a null context.
[CL 2553538 by Frank Fella in Main branch]
2015-05-15 17:01:47 -04:00
Jamie Dale
5d6f2b98a5 Canvas runtime font quality improvements when using a scaled font glyph
We now use bilinear sampling rather than point sampling.

#codereview Matt.Kuhlenschmidt

[CL 2463864 by Jamie Dale in Main branch]
2015-02-27 08:28:41 -05:00
Wes Hunt
5e497c92d4 Added custom slate stats, removed all but top level UE4 slate stats. #BUN
* See SlateStats.h for details on the new system, which allows for full hierarchical profiling with limited overhead.
* Moved SWidget::GetVisibility() out of line so we can instrument it without a full recompile.
* Widget debug info now uses FName to store the line number of the file. Keeps it in one place and the new stats system can utilize it as an FName.
* Exposed SWidget CreatedInFile debug info as an FName so new stats system can use it.
* FSlateVertex no longer uses FVector4, which is an aligned struct. Switched to float[4] instead. Goes from 48 to 36 bytes.
#codereview:nick.atamas,matt.kuhlenschmidt

[CL 2417281 by Wes Hunt in Main branch]
2015-01-23 16:49:16 -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
Eric Newman
65fa5864ff Fortnite Dev > Main Integration
Merged CL# 2352617 using UE4-Fortnite-To-UE4

[CL 2355906 by Eric Newman in Main branch]
2014-11-11 10:35:51 -05:00
Jamie Dale
269e9edca3 Removed a redundant base class from FSlateFontTextureRHI
#codereview Matt.Kuhlenschmidt

[CL 2344860 by Jamie Dale in Main branch]
2014-10-30 09:57:46 -04:00
Jamie Dale
6842e0afe5 Fixed a crash updating the font atlas
UE-4789 & UE-4793 - CRITICAL: Regression: UE4Editor_SlateRHIRenderer crash when building lighting

The rendering thread is disabled when building lighting, which made FSlateFontAtlasRHI::ConditionalUpdateTexture take the new code path. The two code paths should have ultimately been doing the same thing, but the local "Stride" variable was hiding the "Stride" member variable, causing a crash.

#codereview Matt.Kuhlenschmidt
#lockdown Daniel.Wright

[CL 2344534 by Jamie Dale in Main branch]
2014-10-30 08:27:35 -04:00
Jamie Dale
f7430ac704 Initial support for composite fonts for Slate, UMG, and Canvas
Slate now has the concept of composite fonts and font families (via FCompositeFont and FTypeface). A composite font is a font that contains a default font family, as well as any number of sub-font families which should be used for a given set of character ranges. This change will greatly improve the localization support for fonts.

UFont assets can now use two forms of caching "offline" (which is the way they have always worked historically), and "runtime" (which utilizes the Slate font cache to cache glyphs on demand). These runtime cached UFont assets are now the only way to specify which font to use for a UMG widget, and address the previous issues about ensuring that the required font files were staged for your game.

The Slate font cache now works on FFontData instances, rather than filenames. This allows the UFont asset to embed a blob of TTF or OTF font data inside it, rather than require the fonts be loaded from files on disk.

The Canvas text renderer has been updated to support runtime cached UFont assets. This gives our legacy Canvas based tools the same improved font localization support as the rest of the Slate-based editor UI.

UFont asset creation has been changed to use runtime caching by default, and additionally, you can now import a TTF or OTF file via the Content Browser and it will automatically create a UFont asset. If you still want an offline cached UFont asset, you can just change the cache type in the font editor, and the usual font picker dialog will appear and allow you to generate a font texture atlas.

[CL 2342203 by Jamie Dale in Main branch]
2014-10-28 09:02:03 -04:00
Max Preussner
3aece47882 Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.

Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks

[CL 2104067 by Max Preussner in Main branch]
2014-06-12 23:22:18 -04:00
Max Preussner
618c8cb437 SlateRHIRenderer: better PCH usage, renamed OVERRIDE to override
[CL 2099362 by Max Preussner in Main branch]
2014-06-09 14:36:21 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00