Commit Graph

102 Commits

Author SHA1 Message Date
Marc Audy
e8bd142869 Change Full documentation -> View Documentation
Add documentation anchor icon next to View Documentation

[CL 2244754 by Marc Audy in Main branch]
2014-08-05 17:12:02 -04:00
Thomas Sarkanen
a27980dcf0 Tutorials 2.0 - Initial version
NOTE: Old tutorials not deprecated (yet), but widget highlights in old tutorials will stop working with this change!

Added new Blueprintable UEditorTutorial object.
Added suite of widgets and details customizations to display tutorials.
New system is available on command line switch -NewTutorials.

Slate changes:
Tag names are now stored in SWidgets, rather than simply being discarded.
Removed STutorialWrapper in favour of using Tags.
Added Tags to more multibox widgets, so virtually all can now be picked.
Added SWindow::HasOverlay so we dont attempt to add overlays to widows that cannot have them.

[CL 2244216 by Thomas Sarkanen in Main branch]
2014-08-05 09:04:35 -04:00
Matt Kuhlenschmidt
04394e74f7 Disable news feed
[CL 2242844 by Matt Kuhlenschmidt in Main branch]
2014-08-04 18:26:23 -04:00
Steve Robb
26c83b9f55 Disabled code compilation in editor on promoted builds as they don't have any already-generated code and this causes compilation errors.
#ttp 342056: CRITICAL: Regression: UE4: EDITOR: Game code fails to recompile in edtior due to header changes

#codereview robert.manuszewski,ben.marsh

[CL 2239969 by Steve Robb in Main branch]
2014-08-01 11:47:55 -04:00
James Golding
e7f546fd5c Fix typos
[CL 2239588 by James Golding in Main branch]
2014-08-01 04:26:12 -04:00
Michael Trepka
62e7793fa0 Another batch of fixes for Clang compile warnings
[CL 2237490 by Michael Trepka in Main branch]
2014-07-30 16:16:46 -04:00
Graeme Thornton
488b10f035 TTP 341939 - Fix for crash when taking a high res screenshot from a viewport-locked camera, with custom depth buffer masking enabled.
Several other fixes for high res screenshot issues.

Default behaviour of screenshots with viewport-locked cameras is to only capture the actual viewrect, not including the black bars. Removed button for setting capture region to view rect.

[CL 2235681 by Graeme Thornton in Main branch]
2014-07-29 07:09:41 -04:00
Nick Atamas
badf62c330 Slate slots now use a common base class, which has a private '.Widget' member; use GetWidget() instead.
Slate TPanelChildren, TSlotlessChildren are no longer full-fledged arrays; removed any unused Array API.
Fixed up a lot of improper use cases.

This better encapsulates the action of adding/removing Slate Widgets from the runtime tree as a Slate Core concern.
Alows us to add parent pointers in the future with significantly less effort.

#codereview Wes.Hunt
#codereview Nick.Darnell
#codereview Matt.Kuhlendschmidt
#codereview Justin.Sargent

[CL 2234301 by Nick Atamas in Main branch]
2014-07-28 06:53:40 -04:00
Martin Mittring
0fcf9ab32a * cleaner UI - what is a showflag, what is not
[CL 2230377 by Martin Mittring in Main branch]
2014-07-24 15:16:00 -04:00
Graeme Thornton
9e0c448386 Mobile Preview Continued Work:
* For several preview components (cascade + a couple of animation previews), don't create a separate FXSystem for the preview world. Just use the one created internally by the world
* Several bug fixes and improvements to dynamic feature level switch
* Continued conversion of code that references to global feature level.

#codereview Nick.Penwarden

[CL 2229679 by Graeme Thornton in Main branch]
2014-07-24 05:23:50 -04:00
Mark Satterthwaite
ed3cefe4bb Refactored MultiBox and TabManager to support presenting the currently active window menu as the global main menu on Mac OS X.
- On Mac OS X we hide the per-window menu bar.
- MultiBlocks have a type so that the Mac-specific menu creation code can generate the proper native widget.
- The menu builder can now be asked for the constructed MultiBox so that on menu creation it can be set on the TabManager.
- That allows the TabManager to be told to update the current global menu bar when the tab or window focus changes.
- A window activation delegate has been added to SWindow to permit this.
- Widgets that used to live in the LevelEditor menu bar have been hoisted into the window titlebar on OS X as on that platform there's no menu bar anymore.
- There's limited support for parsing custom widgets in the menu MultiBlock in order to support the platform list in the File->Package... sub-menu, this is sufficient for now but is quite fragile.
- We can support custom Slate widgets inside native Mac menus should we ever need to - but it is tricky.

reviewedby michael.trepka, nick.atamas

[CL 2228398 by Mark Satterthwaite in Main branch]
2014-07-23 09:04:48 -04:00
Marc Audy
494f22bb33 Add the ability to link to object class documentation throughout the UI
[CL 2226010 by Marc Audy in Main branch]
2014-07-21 17:31:27 -04:00
Michael Trepka
f4438a0e55 Separate Control and Command keys on Mac; some editor shortcuts remapped to use Ctrl to free Cmd for Mac-specific shortcuts (Cmd+W, Cmd+M and Cmd+H)
[CL 2225709 by Michael Trepka in Main branch]
2014-07-21 13:10:16 -04:00
Andrew Rodham
8c7093330b Added abililty to snap actors to surfaces in the world whilst dragging in the viewport.
#ttp 323078 - Actor drag preview does not respect actor factory spawn position offset
#ttp 309631 - TOOLS FEATURE: Asset placement: Align placed assets with surface placed on
#ttp 335001 - UE4: EDITOR:"Paste here" works inconsistently
#ttp 334066 - EDITOR: PAPER2D: Dragging a mesh into an ortho viewport does not provide a preview

There is a lot of work here:
    * I have moved and unified all the prop preview and drag alignment code that attempted to align objects to surfaces in the world to a new class, FActorPositioning. This fixes inconsistent behaviour between the drop previews, actual placement, and drag alignment.
    * I have tidied up the methods by which surface alignment is performed in UActorFactory. There is now a virtual method for factories to define *how* an actor should be aligned to the surface. This allows us to specify different alignment routines for things like static meshes, decals and lights.
    * Actor factories now create actors with an FTransform rather than specifying pointers to location and rotation vectors. This makes creation simpler and parameter passing less error prone. As far as I can see, the rotation was only used for surface snapping which is now handled by the factory anyway.
    * Surface snapping can be controlled by the editor viewport toggle button, or via a keyboard command set in the editor preferences
    * It is possible to override the default placement offset when aligning actors to surfaces. SnapOffsetExtent can be found in the editor viewport preferences.
    * Finding a valid snap position no longer uses a hitproxy as this was prone to error and does not work correctly when dragging actors that render their own hit proxies.
    * ClickLocation and ClickPlane are now more consistently set and managed. I have tried to remove excess assignment to these variables to clarify their use and purpose.

[CL 2223237 by Andrew Rodham in Main branch]
2014-07-18 10:09:21 -04:00
Jamie Dale
351a31eaf3 Updated some places using a hardcoded search in FEditorStyle to use FClassIconFinder instead
ReviewedBy Andrew.Rodham
#codereview Max.Preussner

[CL 2222048 by Jamie Dale in Main branch]
2014-07-17 08:04:09 -04:00
Frank Fella
b6ac37356a Surface Properties - Display the surface count and material name.
TTP# 340343

[CL 2220988 by Frank Fella in Main branch]
2014-07-16 13:29:52 -04:00
Matt Kuhlenschmidt
a637024fd4 Fix selecting large amounts of actors freezing the edtitor
[CL 2214276 by Matt Kuhlenschmidt in Main branch]
2014-07-14 13:44:41 -04:00
Graeme Thornton
b89f717d06 Hide SM3 from the feature level preview menu
[CL 2212207 by Graeme Thornton in Main branch]
2014-07-14 06:08:14 -04:00
Graeme Thornton
747d2a9b9d Mobile Preview In Editor
- Material editor preview nodes now work when the editor is in es2 mode
 - Make editor primitives work in ES2 mode
 - Fix slate font rendering in ES2 mode
 - Remove ES2 shader de-gamma when in the editor
 - Add a new linear sampler type for linear textures
 - Various fixes for dynamic feature level switching
 - When in an emulated feature level mode, display some text in the level editor viewport saying what feature level we're running
 - Removed feature level parameter from USkeletalMesh::GetResourceForRendering. Not used for anything
 - ParticleVertexFactoryPool is now creates feature level specific vertex factories.

[CL 2187558 by Graeme Thornton in Main branch]
2014-07-10 10:39:54 -04:00
Dmitriy Dyomin
e3fcb070c9 Renamed "Levels Composition" tab into "World Composition"
[CL 2180018 by Dmitriy Dyomin in Main branch]
2014-07-09 04:30:41 -04:00
Dmitriy Dyomin
4ed24de8fc MeshProxy tool will be disabled instead of hidden when user has not simplygon
[CL 2135785 by Dmitriy Dyomin in Main branch]
2014-07-04 04:06:36 -04:00
Michael Noland
0bfdf2a8f8 Editor: Fix typo of "Orthographic"
Integrate CL# 2124151 from 4.3 to Main

[CL 2124154 by Michael Noland in Main branch]
2014-07-02 07:32:07 -04:00
Bob Tellez
48e2c32a7c UE4: When running with WorldAssets, the open level dialog has been changed back to a popup. The inline menus don't work as envisioned and it causes problems on other platforms with native menus (Mac)
[CL 2122618 by Bob Tellez in Main branch]
2014-06-30 19:03:07 -04:00
Michael Noland
00c4a007ac Editor: Created a base class with common Options, View, Show, TransformBar, etc... sections for other in-viewport editor toolbars to extend from (WIP, especially Show)
[CL 2120930 by Michael Noland in Main branch]
2014-06-29 00:09:05 -04:00
Laurent Delayen
a377ef0cf4 Dev to Main from cl #2110143
[CL 2118596 by Laurent Delayen in Main branch]
2014-06-26 17:26:58 -04:00