Commit Graph

33 Commits

Author SHA1 Message Date
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
Robert Manuszewski
664a8af693 Fixing crash when opening material functions.
#ttp 342489: CRITICAL: EDITOR: CRASH: FArchive does not support FAssetPtr serialization message when opening 3ColorBlend material function
#ttp 342497: CRITICAL: Regression: EDITOR:  CRASH: Opening Material Function

[CL 2234985 by Robert Manuszewski in Main branch]
2014-07-28 17:01:21 -04:00
Jaroslaw Palczynski
b30666376e StringClassReference needs to work with cooking and redirects
TTP# 338203

Refactored StringClassReference to be a subclass of StringAssetReference.

[CL 2226863 by Jaroslaw Palczynski in Main branch]
2014-07-22 08:14:39 -04:00
Andrew Brown
9d47709f5e New dynamic parameters now copy there parameter names from pre-existing dynamic parameters
#ttp 337106 - material editor: new instances of the dynamic parameter node do not automatically gather the existing channel names

#branch UE4

#add Added new function to scan through other dynamic parameters to copy their settings from and modified existing code to reduce dup code.

reviewed by Thomas.Sarkanen

[CL 2225367 by Andrew Brown in Main branch]
2014-07-21 04:33:11 -04:00
Martin Mittring
1366fc2cfe * refactored material compiling, simpler, less code, less error prone, should not have any visual impact
[CL 2192201 by Martin Mittring in Main branch]
2014-07-11 15:14:35 -04:00
Simon Tovey
e36de979f0 Making sure the LivePreview toggle is on by default
[CL 2191298 by Simon Tovey in Main branch]
2014-07-11 08:44:19 -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
Simon Tovey
0e209f6bbc Fixes for crash bugs in TTP340716 and TTP 340696
Made sure preview material is compiled when opening editor.
Made sure CodeView is cleared and not regenerated if live preview is off until the material has been recompiled.

[CL 2175874 by Simon Tovey in Main branch]
2014-07-08 10:58:56 -04:00
Simon Tovey
74868c39f8 Live preview material editor button
Toggles the compilation of the preview material everytime an edit is made.

#ttp 333463 - LIVE: RENDERING: Shaders compile automatically even when Live Nodes and Live Updates are Deselected

The Live Update, Live Nodes (and now Live Preview) toggles clearly aren't universally understood. I've added the live preview toggle to do what this user wanted. It may be an idea to have some UI guys see if extra clarity can be had from tootips/docs/icons etc.

#reviewedby Graeme.Thornton

[CL 2130403 by Simon Tovey in Main branch]
2014-07-03 09:13:33 -04:00
Michael Noland
28d33bfc87 Rendering: Make UMaterialExpression and several derived types extendable from outside of Engine
- Add ENGINE_API on several classes that are desirable to derive from
- Started to decouple graph node renaming from being a parameter (added CanRenameNode, GetEditableName, and SetEditableName)
(Integration of CL# 2124083 from 4.3 to main)

[CL 2124126 by Michael Noland in Main branch]
2014-07-02 07:30:47 -04:00
Simon Tovey
1a6334902c Minor style change.
[CL 2121882 by Simon Tovey in Main branch]
2014-06-30 10:45:18 -04:00
Simon Tovey
3c8f1606ab Fix for crash bug in TTP 339857 - EDITOR: MATERIAL: CRASH: If you redo a clean up action on some nodes that have "preview node" enabled it can lead to a crash
[CL 2119313 by Simon Tovey in Main branch]
2014-06-27 07:35:59 -04:00
Simon Tovey
4a1b32656f Shader compilation jobs that are superceded by new jobs are now removed from the compile queue.
This not only eliminates the issue of spamming jobs with Undos or undo/redo, it should also help speed up iteration times.

TTP 338558 - Editor: Material Shaders: Pressing Ctrl+Z repeatedly will increase the numbers of shaders compiling infinitely

[CL 2117907 by Simon Tovey in Main branch]
2014-06-26 09:16:15 -04:00
Lukasz Furman
06feba2913 added navigation update locks for continuous actor transform changes
TTP# 337866

[CL 2099173 by Lukasz Furman in Main branch]
2014-06-09 11:20:30 -04:00
Benn Gallagher
c46d281029 Allowed configuration of graph state decorations to disable PIE and read only decorations
#ttp 335218 - Remove read only/PIE borders and notifications from graph preview tooltips

[CL 2098973 by Benn Gallagher in Main branch]
2014-06-09 11:12:17 -04:00
Matthew Griffin
dbd6fa3d29 Fixed reversed autogenerated materials
Changed last remaining instances I could find of material layout code that generated materials with flipped expression positions - SpeedTree, Fbx, dragging textures onto meshes and when placing rotate about axis nodes.

[CL 2095816 by Matthew Griffin in Main branch]
2014-06-05 12:14:10 -04:00
Brian Karis
c786202246 Renamed Material Lighting Model to Material Shading Model.
[CL 2089198 by Brian Karis in Main branch]
2014-05-30 07:55:38 -04:00
Mikolaj Sieluzycki
c11610c881 Remove Particle headers from Engine.h and include only where needed.
#codereview Robert.Manuszewski

[CL 2085445 by Mikolaj Sieluzycki in Main branch]
2014-05-29 17:02:05 -04:00
James Golding
507c402a4e Remove Material Expression headers from Engine.h and only include where needed
#codereview nick.penwarden

[CL 2082041 by James Golding in Main branch]
2014-05-22 11:33:54 -04:00
James Golding
a0cbafe73a First pass removing several headers from Engine.h
[CL 2080322 by James Golding in Main branch]
2014-05-21 10:00:58 -04:00
Graeme Thornton
e1700afed8 First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.
#ttp 331829 - Mobile Preview in Editor
#proj Engine
#branch UE4

#summary First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.

#change Added GMaxRHIFeature level which contains the highest supported feature level on this machine
#change Added a cvar "r.FeatureLevelPreview" which, when set to 1, enables a feature level selection in the quick settings menu. Not wired up to anything at the minute
#change Added a feature level variable to FScene, which is currently initialized to whatever GRHIFeatureLevel is. Accessed with GetFeatureLevel()
#change Added a helper accessor GetFeatureLevel() to FSceneView which gets the feature level from the relevant scene. Purely to reduce the amount of typing needed to get to a feature level
#change Many changes across the renderer to try and read the current feature level from the view or scene. Not everything is done yet, but this is almost all of the "easy" stuff. As there is still just a global feature level in the engine, nothing should change.

[CL 2066905 by Graeme Thornton in Main branch]
2014-05-08 09:05:50 -04:00
Richard TalbotWatkin
adc520c0cd Added shortcut for component mask on Shift+C.
#ttp 332908 - Material editor: shortcut for component mask
#branch UE4
#proj Editor.MaterialEditor
#add Added new material editor action for CreateComponentMaskNode.
#add Created callback for creating a component mask node at the cursor.
#reviewedby Chris.Wood

[CL 2066775 by Richard TalbotWatkin in Main branch]
2014-05-08 05:29:54 -04:00
Simon Tovey
8693d7f362 Altered material editor stats to optionally use relase shaders and to display a "built-in" shader cost.
I've altered the preview material directly to compile with release shaders so that this incurs no overhead.
Refactored the empty material stuff to be neater and to report the base cost of the shader.
Reduced the shaders compiled for this empty stats material to the bare minimum. Typically 3-5, adding a near insignificat cost.

[CL 2054645 by Simon Tovey in Main branch]
2014-04-23 20:20:58 -04:00
Matthew Griffin
45e75b4430 #summary Permanently flip and space out coordinates of Material Expression nodes
#ttp 316874 - EDITOR: ME2: Space out the nodes in the new editor

#proj UE4.Engine

#change Added version number for permanent flip and added static function to material that can flip coords of materials and functions. Also scale the position of all expressions by roughly the size difference of the new nodes so that they are hopefully less tightly packed together.

[CL 2054296 by Matthew Griffin in Main branch]
2014-04-23 20:14:49 -04:00
Simon Tovey
7ce0d1eb57 Hiding the material dev overhead stats behind the r.ShowMaterialDevOverheadStats CVar. Off by default.
#codereview Nick.Penwarden

[CL 2053168 by Simon Tovey in Main branch]
2014-04-23 20:03:46 -04:00