Commit Graph

66 Commits

Author SHA1 Message Date
Mikolaj Sieluzycki
4f40175cb6 Engine.h/EnginePrivate.h cleanup - delegate bindings.
[CL 2251079 by Mikolaj Sieluzycki in Main branch]
2014-08-11 03:23:38 -04:00
Fred Kimberley
4293c84411 Update asset type actions for GameplayAbilitiesBlueprint to inherit from Blueprint and not Base.
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]
2014-08-06 10:36:15 -04:00
Lina Halper
d1fc74839e Fixed FBX issue where failed once, the second time it crashes due to invalid object.
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]
2014-08-05 21:33:05 -04:00
Lina Halper
83857406ca Added Convert Space for animation remapping feature.
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]
2014-08-05 11:30:09 -04:00
Maciej Mroz
c1febea176 Removed code related to ttp237118 "ROCKET: HUGE: K2: Change 'Class' to be primary asset (seen in content browser etc) instead of Blueprint"
The "_C" postif should not be visible in UI and (and gameplay code).

#codereview Nick.Whiting

[CL 2239913 by Maciej Mroz in Main branch]
2014-08-01 11:07:59 -04:00
Max Preussner
bf99532117 Media: removed legacy movie texture support
[CL 2238425 by Max Preussner in Main branch]
2014-07-31 11:54:20 -04:00
Dan Oconnor
18d488a02c #UE4 Diff panel now shows components and defaults (defaults were formerly visible in p4merge or similar third party diff tool)
[CL 2237254 by Dan Oconnor in Main branch]
2014-07-30 14:01:18 -04:00
Martin Mittring
b58ae4285d * added new shading model Subsurface_Profile, can specify SubsurfaceProfile asset on the material, create it in content browser
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]
2014-07-29 17:33:28 -04:00
Lina Halper
9645269afa Analytics addition for Persona/Phat/CreateAsset
[CL 2230266 by Lina Halper in Main branch]
2014-07-24 13:35:28 -04:00
Jaroslaw Palczynski
cfcda1df30 CORE: In-editor fixup redirects not working with string asset ref
TTP# 341126

[CL 2230254 by Jaroslaw Palczynski in Main branch]
2014-07-24 13:25:23 -04:00
Lina Halper
14b8e23e7f - Added Create Asset toolbar
- Consolidated code between asset skeleton and toolbar
- Added Asset Picker to suppoert Sync To Assets

[CL 2226236 by Lina Halper in Main branch]
2014-07-21 20:47:01 -04:00
Martin Wilson
7f7c5144ae New thumbnails for animations that show a posed mesh
[CL 2223768 by Martin Wilson in Main branch]
2014-07-18 14:28:54 -04:00
Dan Oconnor
006e96da9e #UE4 SBlueprintDiff no longer resets itself when we PIE or compile a blueprint that is open in the blueprint diff tool, the crash this reset was originally introduced for is no longer reproducable (likely fix: 1895532
[CL 2220174 by Dan Oconnor in Main branch]
2014-07-15 22:02:52 -04:00
Michael Schoell
99430dae16 #summary Can now deprecate Blueprint classes via a checkbox in the Blueprint properties
#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]
2014-07-09 10:32:27 -04:00
Thomas Sarkanen
f42f5d0781 Fix branching creating multiple files
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]
2014-07-09 06:31:13 -04:00
Andrew Brown
348e57371c Diffed assets no longer appear in the asset picker
#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]
2014-07-02 09:37:57 -04:00
Bob Tellez
73967653c8 UE4: Added a thumbnail renderer for world assets. This is slightly different than the level thumbnail renderer in that it needs more features for arbitrary levels and renders streaming levels in the same world as well.
[CL 2124053 by Bob Tellez in Main branch]
2014-07-01 19:16:36 -04:00
Dan Oconnor
2075fd7981 #UE4 I will not use uniform initialization syntax, I will not use uniform initialization syntax, I will not use uniform initialization syntax
[CL 2118171 by Dan Oconnor in Main branch]
2014-06-26 13:17:12 -04:00
Richard TalbotWatkin
1409e69df0 Created Blueprint category for new assets and filters.
#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]
2014-06-26 02:29:30 -04:00
Dan Oconnor
79165ed057 #UE4 First iteration on the merge module.. Changes to diff panel reviewed by Mike Beach, driver disabled by [AssetMerge] EnableAssetMerge
[CL 2116875 by Dan Oconnor in Main branch]
2014-06-25 13:25:21 -04:00
Gareth Martin
545cc14a70 Initial support for other foliage types
Note: The FoliageMeshes map is now keyed on a UFoliageType*, not a UStaticMesh*!

[CL 2116801 by Gareth Martin in Main branch]
2014-06-25 12:04:12 -04:00
Nick Darnell
2e2dcaa6b2 UMG - ESlateCheckBoxState is now an actual Enum. This required updating a lot of code that was using auto conversion from bool to int. Fixing a lot of issues with garbage collecting and circular references, old button/border widgets will be broken by this checkin. No longer crashing on exit of PIE.
[CL 2111919 by Nick Darnell in Main branch]
2014-06-20 12:37:24 -04:00
Mikolaj Sieluzycki
5d03a01712 Remove redundant headers from Engine.h.
#proj core
#branch UE4
#summary Remove redundant headers from Engine.h. (NavDataGenerator.h NavLinkRenderingProxy.h NavigationModifier.h NavigationOctree.h ContentStreaming.h ComponentReregisterContext.h InstancedFoliage.h UnrealExporter.h EngineService.h NavigationSystemHelpers.h HardwareInfo.h EngineModule.h)
#codereview Robert.Manuszewski

[CL 2109115 by Mikolaj Sieluzycki in Main branch]
2014-06-18 07:25:31 -04:00
Matt Kuhlenschmidt
cb140c07dc Merged GitHub pull request #202 to main.
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]
2014-06-17 16:16:40 -04:00
Dan Oconnor
bf6ab17e30 #UE4 adding an accessor so that I don't have to copy/paste the loadmodule call, matches the empty module template...
[CL 2107248 by Dan Oconnor in Main branch]
2014-06-16 14:26:53 -04:00