Fixes a bug where diffs of GameplayAbilitiesBlueprints use a text diff instead of the visual diff used by blueprints.
[CL 2245559 by Fred Kimberley in Main branch]
343098 EDITOR: FBX: CRASH: Editor will crash when trying to import a skeletal mesh with multiple root bones a second time
- It was due to package is deleted, but access it again after.
[CL 2245031 by Lina Halper in Main branch]
When remap to new skeleton, you can check the option to "Convert spaces", and it will convert it correctly. It only works if they both have same shape of bind pose.
#code review: Martin.Wilson
[CL 2244367 by Lina Halper in Main branch]
no backscattering yet, might replace Preintegrated and Subsurface shading models, can be optimized, postprocess pass only runs if an object on the screen is using it, uses SeparableSSS by Jorge Jimenez and Diego Gutierrez
[CL 2236313 by Martin Mittring in Main branch]
#add Added a checkbox to deprecate a Blueprint, the Blueprint will no longer be placeable, children classes can no longer be made of it (or any of it's children) and no new variables can be designated in Blueprints of the BP type.
#change AddSubMenu will now take the tooltip as an FText attribute so the tooltip can be hooked up to a function
#ttp 304153 - LICENSEE: K2: Add support for deprecating a blueprint class
[CL 2181415 by Michael Schoell in Main branch]
Branching of files needed to be removed (by Bob Tellez) as it was causing crashes and mutiple duplicate files to show up in the content browser. This fix re-instates working branches in the Editor.
The idea is that we now do the copy/duplicate/rename operations first, then perform the 'branch' once the files are finished with by the Editor. This keeps the asset registry & directory watcher systems happy & leaves the issue of branching to source control alone.
Because of the way SVN copy works, the SVN verison of this is slightly icky. SVN copy does not allow a branch-copy over an existing file in the workspace (even if not under source control), so we have to move the file into a temp directory, do the copy, then re-move the file back over the top of its old location.
TTP# 334923 - EDITOR: Perforce Integration (Move -> Delete + Add instead of Integrate)
reviewed by Max.Preussner,Bob.Tellez,Matt.Kuhlenschmidt
[CL 2180124 by Thomas Sarkanen in Main branch]
#ttp 337409 - Editor: Temporary diff assets show up in asset picker
#branch UE4
#change Diffed packages now get loaded with the ForDiff flag, which allows us to filter them out later on.
reviewed by Thomas.Sarkanen
[CL 2124444 by Andrew Brown in Main branch]
#ttp 339216 - Feature Request: Content Browser: Create Blueprint catagory for new assets
#branch UE4
#proj Developer.AssetTools, Editor.Blutility, Editor.ContentBrowser, Editor.GameplayAbilitiesEditor, Editor.UnrealEd
#add Reassigned asset categories, putting all Blueprint type assets under a new Blueprint category.
#add Added new submenu in FNewAssetContextMenu::MakeContextMenu().
#add Added new filter map entry in SFilterList::MakeAddFilterMenu().
#reviewedby Chris.Wood
[CL 2117647 by Richard TalbotWatkin in Main branch]
refactored tga code to allows use outside of EditorFactories.cpp
added support for grayscale jpeg
fix memory leak in jpeg code
changes in AssetTools to allow to specify precise factory when multiple factories support the same filetype
changes in Plugin.cs to allow binary only plugins
exposed parts of engine API to other modules
[CL 2108453 by Matt Kuhlenschmidt in Main branch]