Commit Graph

13 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
Nick Darnell
99f75ee8c7 UMG - Fixing lots of small usability problems in the designer. Copy / Paste of widgets now attempts to recreate slot information of the root items into their new container. AKA, things copy and pasted in the canvas panel don't show up the same size; now they do. Lots of weird bugs when resizing, moving, re-anchoring widgets have been fixed.
[CL 2389524 by Nick Darnell in Main branch]
2014-12-15 21:55:59 -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
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
Nick Darnell
f12afd3836 UMG - Modal has been removed from AddToViewport now that the PlayerController controls it with SetInputMode. Updating all widgets to better handle destruction and cleanup of slate resources. Fixing an issue specifically with STextBlock accessing style information on Tick, which just after a Blueprint compiled can be removed. UTextBlock's now forcefully clear the style of widgets before being destroyed just in case they're still held onto someone that's presenting them for an extra frame.
[CL 2305861 by Nick Darnell in Main branch]
2014-09-22 15:09:37 -04:00
Nick Darnell
3942e79f84 UMG - Fixing leaky PIE, by having a single point where GCRef container widgets when destroyed command their owned widget to destroy any native slate shared pointers they may be tracking that could be keeping other objects in memory. All widgets and slots get an opportunity to handle this when their hierarchy is being destroyed.
[CL 2223848 by Nick Darnell in Main branch]
2014-07-18 16:14:03 -04:00
Nick Darnell
b9375ebc76 UMG - Fixing drag/drop previews for widgets on the canvas. Fixing a few crash bugs. UPanelSlot now has virtual functions for setting the slots desired position and size, some panels may use it, some may not.
[CL 2115861 by Nick Darnell in Main branch]
2014-06-24 17:13:13 -04:00
Nick Darnell
53026bd801 UMG - Drop Previews, Design Time variable display of widgets (dashed border around invisible widgets), capable of dynamically adding widgets to several container objects. Adding events to the UMG Border. Having more widgets implement SyncronizeProperties so that we can live update the preview without rebuilding the entire blueprint. Fixing more anchoring issues with the new canvas layout panel.
[CL 2106268 by Nick Darnell in Main branch]
2014-06-15 15:40:45 -04:00
Nick Darnell
10d3cd7e77 UMG - Checkpointing more work to try and get a main menu system working. Adding a slider. Root creation is now possible. Can sort of delete, super buggy. Less polling, more active function calls for most things.
[CL 2060671 by Nick Darnell in Main branch]
2014-04-30 20:35:16 -04:00
Nick Darnell
b3266a9fcc UMG - Prototyping better selection, grab handles to perform resizing, each slot is allowed to control resizing different directions.
[CL 2057985 by Nick Darnell in Main branch]
2014-04-28 14:45:09 -04:00
Nick Darnell
435a6291d3 UMG - Reorganizing UMG runtime, creating a module (include all) header, trimming down requirements and explictly importing all public modules.
[CL 2055601 by Nick Darnell in Main branch]
2014-04-24 12:33:34 -04:00