Commit Graph

59 Commits

Author SHA1 Message Date
Peter Sauerbrei
6472f32287 made it so when distribution is selected for File|Package then Shipping is automatically set and no other configuration is allowed
TTP327507
#ue4

[CL 2246177 by Peter Sauerbrei in Main branch]
2014-08-06 17:53:07 -04:00
Bob Tellez
0c7ed0baa3 UE4: Fix for loading the mainframe module while in a commandlet. There are no key events when running in a commandlet.
[CL 2242740 by Bob Tellez in Main branch]
2014-08-04 18:20:28 -04:00
Ankit Khare
ba44f71314 #UE4 #HTML5
#TTP 342902 CRITICAL: Regression: HTML5: Code templates fails to launch
    #TTP 342884 CRITICAL: Regression: HTML5: UFE: Fails to cook then gets a mac crash

        -fix up html template ( argument ordering )
        -don't use pak when packaging for html5
        -properly quote pathname with spaces on mac.
        -fix linking of plugins on first run of ubt.
   #codereview peter.sauerbrei

[CL 2241888 by Ankit Khare in Main branch]
2014-08-04 08:08:56 -04:00
Peter Sauerbrei
51fa18631b addition of errors to Launch On, Package, and Cook analytics
TTP341794
#ue4
#analytics

[CL 2240496 by Peter Sauerbrei in Main branch]
2014-08-01 20:30:13 -04:00
Jaroslaw Surowiec
58841e7c6d CrashReport - Added crash reporter to builds built by "Package Project"
#codereview Robert.Manuszewski

[CL 2239852 by Jaroslaw Surowiec in Main branch]
2014-08-01 10:37:53 -04:00
Peter Sauerbrei
f93df48f74 add support for detecting installed SDKs at editor start up
add support for showing the various platforms in different menus whether they are properly installed or not
update FPlatformInfo to include information about SDK status, whether or not the platform should be shown on a particular executing platform (Win, Mac, Linux), and whether or not the platform should be shown as part of the binary distribution
fixed platform target modules for IOS, Android, and HTML5 for binary release
TTP341656, TTP342449, TTP342631
#ue4
#platforms

[CL 2238535 by Peter Sauerbrei in Main branch]
2014-07-31 13:31:22 -04:00
Gareth Martin
9d3e52edf2 Fix crash when switching levels with the foliage mode open and foliage brush visible
[CL 2238126 by Gareth Martin in Main branch]
2014-07-31 06:08:01 -04:00
bruce nesbit
0cbe2dd544 Interactivity code support for Template and FirstPerson Tutorials
[CL 2229604 by bruce nesbit in Main branch]
2014-07-24 03:53:33 -04:00
Chris Babcock
9a8a4db779 Remove double EOLs from log output during packaging in the editor
#ttp 341969
#codereview Peter.Sauerbrei

[CL 2228984 by Chris Babcock in Main branch]
2014-07-23 16:31:31 -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
Andrew Brown
3e36a9b69e Added RecordEvent that takes a single FAnalyticsEventAttribute
Removed StartSession/RecordEvent that took multiple params (should use the array overloads instead), fixedup usage

[CL 2228325 by Andrew Brown in Main branch]
2014-07-23 08:25:14 -04:00
Peter Sauerbrei
b6b022c89e addition of messaging when iOS cannot package due to missing iTunes, missing signing certificate, or missing mobile provision
TTP166302
part of TTP337760
TTP341402
#ue4
#ios

[CL 2227650 by Peter Sauerbrei in Main branch]
2014-07-22 17:53:31 -04:00
Ori Cohen
98c49e382c Add SuperSearch module
[CL 2222237 by Ori Cohen in Main branch]
2014-07-17 11:10:03 -04:00
Ben Marsh
c7a9449490 Allow setting the path to the editor executable when using launcher commands.
[CL 2219712 by Ben Marsh in Main branch]
2014-07-15 15:21:09 -04:00
Dmitry Rekman
dbdea559eb [Github] PR 242 (safe changes).
- Code cleanup and minor rearrangement (e.g. variable name changes).
- Additions.
- Case issues fixed.
- Minor fixes (init ordering).

[CL 2172690 by Dmitry Rekman in Main branch]
2014-07-08 00:06:17 -04:00
Jamie Dale
fc40a64883 Disabled the packaging platforms that aren't supported in binary UE4 builds
TTP# 340455 - QA BLOCKER: BINARY: Regression: Code projects fail to package

When using a binary build of UE4 on Windows, DebugGame/Development should always use Win64, and Shipping should always use Win32. I've disabled the relevant menu entries in the Packaging menu so that you're only able to use the valid target.

ReviewedBy Thomas.Sarkanen
#codereview Max.Preussner

[CL 2130868 by Jamie Dale in Main branch]
2014-07-03 11:20:25 -04:00
Mark Satterthwaite
118d2692ec Remove usage of Cocoa's child-window mechanism, it just doesn't do what we want. Instead set tear-out or panel-style windows to the floating-window level but be otherwise normal windows. They will appear in Expose/Spaces/Mission Control & the window cycling. Modal windows are treated slightly specially to ensure that the last shown modal window currently still open remains on top and attempts to change focus fail with visual indication. The code to detect the current window under the cursor has also been necessarily changed to handle all this.
#codereview michael.trepka

[CL 2124692 by Mark Satterthwaite in Main branch]
2014-07-02 12:03:42 -04:00
Jamie Dale
d7d792bab9 Asset editors docked into the MainFrame area will now correctly restore to that area when next re-opened
TTP# 338363 - When I relaunch the editor it reopens the items in the wrong place.

IÆve added a "DockedToolkit" tab which resides next to the "LevelEditor" tab. This is used for two purposes; firstly, it can be used to identify asset editors that have been dragged into the MainFrame, and secondly, it's used as a marker (akin to the "StandaloneToolkit" tab) to restore the asset editor to the correct place.

When an asset editor is closed, an entry is added to the GEditorUserSettingsIni file so that FAssetEditorToolkit::InitAssetEditor can restore the asset editor to either the "DockedToolkit" or "StandaloneToolkit" area.

ReviewedBy Thomas.Sarkanen
#codereview Max.Preussner

[CL 2124274 by Jamie Dale in Main branch]
2014-07-02 07:32:53 -04:00
Ben Marsh
e35719b0b4 Store whether a plugin is enabled by default in the uplugin file (rather than in the INI file). Simplifies checks for what is enabled in UE4Game and decentralizes everything.
[CL 2119957 by Ben Marsh in Main branch]
2014-06-27 16:38:50 -04:00
Ben Marsh
100dfb0b32 Store the list of enabled plugins in the uproject file (fixing TTP 335060), and enable all game plugins by default (TTP 339313).
[CL 2119810 by Ben Marsh in Main branch]
2014-06-27 15:23:15 -04:00
Nick Darnell
fa992e5c75 Moving the menu entry for credits up a little.
[CL 2118067 by Nick Darnell in Main branch]
2014-06-26 11:36:50 -04:00
Nick Darnell
8a09ce5a76 TTP 329427
Adding a credits screen to the editor, all the the credits are pulled from Engine\\Content\\Editor\\Credits.rt.

[CL 2117999 by Nick Darnell in Main branch]
2014-06-26 10:47:24 -04:00
Peter Sauerbrei
30924359f4 revert back to only building if the project has code and there is a compiler
TTP339487
#ue4

[CL 2116000 by Peter Sauerbrei in Main branch]
2014-06-24 18:59:08 -04:00
Mike Fricker
387280333f Work in progress: Live streaming support for editor and games
This commit adds the framework APIs, editor and rendering features needed to support live streaming.  Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.)

- Game live streaming
       - Allows general support for live internet streaming of game video and audio
       - Web cam video feed can be overlaid onto game viewports automatically
       - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game
       - New IGameLiveStreaming API that allows you to start broadcasting through C++

- Editor live streaming
       - The editor UI now displays a "broadcast" button automatically when a live streaming service is available
       - Broadcasting of all desktop editor windows is supported (configured in preferences)
       - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window
       - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting
       - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed

- Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands
       - These allow you to easily test live streaming in games without writing UI code
       - Built-in help is available for these new commands

- To implement a live streaming plugin:
       - Inherit from the new ILiveStreamingService interface
       - Register your "LiveStreaming" feature with the IModularFeatures system

- Other changes:
      - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle()
      - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore)
      - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented

[CL 2115377 by Mike Fricker in Main branch]
2014-06-24 12:11:51 -04:00
Peter Sauerbrei
746236947c addition of analytics for File/Cook, File/Package, and Launch On
TTP337717
#ue4
#editor

#codereview ian.thomas

[CL 2114583 by Peter Sauerbrei in Main branch]
2014-06-23 18:10:01 -04:00