Commit Graph

13 Commits

Author SHA1 Message Date
Andrew Brown
9678ba5a26 More modified analytics to include .Usage in the name
[CL 2244095 by Andrew Brown in Main branch]
2014-08-05 05:38:43 -04:00
Andrew Brown
3cb097972c Modified analytics to include .Usage in the name
[CL 2239630 by Andrew Brown in Main branch]
2014-08-01 05:31:22 -04:00
Andrew Brown
bf0f2fffdd Added analytics reporting to the static mesh editor
#ttp 340613 - FIXIF: EDITOR:ANALYTICS: Static Mesh Editor Instrumentation Pass

#branch UE4

#added Added analytics for various static mesh editor usage, making sure not to spam events when spinboxes are used and only report when the value actually changes.

#added Added analytics whenever an asset is reimported (if via an editor, the editor will then report that it was it that did the reimporting)

reviewed by Thomas.Sarkanen

[CL 2229618 by Andrew Brown in Main branch]
2014-07-24 04:28:41 -04:00
Andrew Brown
1c7d3a69c6 Modifying the existing static mesh import options enables a button which allows the user to reimport
#ttp 340526 - Static mesh editor: changing the static meshes normals setting from "import normals" to "compute normals" doesn't change the mesh until the user reimports the asset

#branch UE4

#add Added button to reimport based on the current import options (no button will appear if there are no options to modify)

#change Modified import options so they get marked as dirty until they are reimported (button will be unclickable unless they are)

reviewed by Thomas.Sarkanen

[CL 2217535 by Andrew Brown in Main branch]
2014-07-15 05:54:01 -04:00
Daniel Wright
1464dcf2c3 Distance field AO using a surface cache
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.

[CL 2093556 by Daniel Wright in Main branch]
2014-06-03 15:53:13 -04:00
Andrew Copland
9fdaea0905 Set the UProperty for the Materials array so that the static lighting is not rebuilt.
#ttp 335786 Lighting: Assigning a Material in the Staticmesh editor unbuilds lighting on placed meshes
reviewer Thomas.Sarkanen

[CL 2093124 by Andrew Copland in Main branch]
2014-06-03 10:17:00 -04:00
Benn Gallagher
6bb51f5677 Made Static Meshes use ScreenSize instead of Distances for LOD level calculation
#ttp 319896 - Skeletalmesh/Staticmesh LOD refactoring: Part 1 (Refactor Static Meshes to use ScreenSize rather than distance)
#branch UE4
#change Removed LOD Distances and added ScreenSize for Static Meshes

[CL 2065408 by Benn Gallagher in Main branch]
2014-05-07 05:33:26 -04:00
Richard TalbotWatkin
e062c5ecf1 Disallowed Build Scales of 0 in the LODn details.
#ttp 333283 - EDITOR: Static Mesh will disappear when changing the Z axis from 0 to any other number while using the Build Scale tool
#branch UE4
#proj Editor.StaticMeshEditor
#change Trapped inputs close to zero in FMeshBuildSettingsLayout::OnBuildScale*Changed and rejected them.
#reviewedby Chris.Wood

[CL 2056448 by Richard TalbotWatkin in Main branch]
2014-04-25 10:40:02 -04:00
Matt Kuhlenschmidt
8e8d3ce672 #UE4 - Fix typo in delegate assignment causing buildscale.z in the static mesh editor not working
[CL 2050860 by Matt Kuhlenschmidt in Main branch]
2014-04-23 19:47:56 -04:00
Matt Kuhlenschmidt
20dc4a85e8 #UE4 - Fix Build Scale property look
[CL 2046981 by Matt Kuhlenschmidt in Main branch]
2014-04-23 19:03:58 -04:00
Justin Sargent
0bc686f251 Fixed up redundant FText .ToString() usage and some improper FText usage.
[CL 2042623 by Justin Sargent in Main branch]
2014-04-23 18:06:41 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00