#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]
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]
- 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]
Removed StartSession/RecordEvent that took multiple params (should use the array overloads instead), fixedup usage
[CL 2228325 by Andrew Brown in Main branch]
- 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]
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]
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]
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]
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]