Commit Graph

16 Commits

Author SHA1 Message Date
Marc Audy
eb44cd9882 Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
#rb None

[CL 3016298 by Marc Audy in Main branch]
2016-06-16 11:54:44 -04:00
Marc Audy
b8d61c189f Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2899855 on 2016/03/08 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785

Change 2926689 on 2016/03/29 by Jeff.Farris

	AAIController::SetFocus() will now implicitly clear any location focus at the same priority.

	UE-27975

	#rb john.abercrombie

Change 2926690 on 2016/03/29 by Jeff.Farris

	Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)

Change 2926691 on 2016/03/29 by mason.seay

	Content for testing collision on scaled components

Change 2926692 on 2016/03/29 by Jeff.Farris

	- FixupDeltaSeconds now considers time dilation when clamping.
	- Acceptable range for time dilation values is now a config parameter on WorldSettings
	- Acceptable range for undilated frame times is now a config parameter on WorldSettings

	(UE-27815)

	#rb marc.audy

Change 2926711 on 2016/03/29 by Ori.Cohen

	Fix constraint rendering when scaling a cosntraint actor

	#JIRA UE-28691, UE-28700
	#rb Lina.Halper

Change 2926745 on 2016/03/29 by Lukasz.Furman

	navigation filters can now be instantiated per querier - usually AI agent
	required for FORT-21372

Change 2926789 on 2016/03/29 by Ori.Cohen

	Downgrade check to ensure for 2d physics during a hard shutdown

	#rb Michael.Noland

Change 2926859 on 2016/03/29 by Ori.Cohen

	Fix red herring warnings of not locking physx scenes during hard shutdown.

	#JIRA UE-28747
	#rb Michael.Noland

Change 2927444 on 2016/03/30 by Thomas.Sarkanen

	Fixed Blueprint compiler errors when resetting timer handles

	Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
	Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
	Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.

	#rb Maciej.Mroz (and a few others!)
	#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite

Change 2927520 on 2016/03/30 by Jurre.deBaare

	Should not allow skeletal mesh components mobility to be set to static, but detach instead

	#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
	#jira UE-26364

Change 2927533 on 2016/03/30 by Jurre.deBaare

	Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
	#fix Material index remapping was part of if-clause where it shouldn't be
	#jira UE-23827

	Static Mesh Merge tool, failed to combine physics data if using complex
	#fix Required copying the SectionInfoMap from source static meshes

	HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
	#fix had to re-order function calls
	#jira UE-28316

	#rb James.Golding

Change 2927535 on 2016/03/30 by Ori.Cohen

	Make sub-stepping run on game thread

	#JIRA UE-24011
	#rb Gil.Gribb

Change 2927537 on 2016/03/30 by Jurre.deBaare

	Warning message when HLOD mesh > 65536 vertices

	#jira UE-22365
	#fix added messages when building proxy mesh

Change 2927691 on 2016/03/30 by Jeff.Farris

	Fixed potential PlayerState leak (UE-22700)

Change 2927692 on 2016/03/30 by Lina.Halper

	Allow it to select any name they want other than just restrict to what we have.

	- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.

	- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.

	- I think we should just allow them to choose if they don't like it but with suggestions.

	#rb: Ori.Cohen
	#jira UE-27786
	#code review: Benn.Gallagher

Change 2927853 on 2016/03/30 by Lina.Halper

[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Lukasz Furman
fca3449ad5 integrated EQS changes from dev branch:
CL# 2453024: added navigation filter to EQS pathfinding tests
CL# 2466155: added batch pathfinding test for EQS
CL# 2466237: EQS generators will now cache NavLocation of items if navmesh projection is enabled
CL# 2466356: added support for deprecated nodes in EQS editor
CL# 2466358: pathing grid EQS generator is now deprecated
CL# 2466439: added failsafe in EQS editor for recreating missing nodes
CL# 2467466: fixed recreating test nodes in EQS graph
CL# 2467476: disabled HPA* in pathfinding EQS test
CL# 2467508: removed hierarchical pathfinding option from EQS tests
CL# 2468574: EQS generators will now cache NavLocation of items if navmesh projection is enabled (crash fix)

[CL 2472208 by Lukasz Furman in Main branch]
2015-03-09 05:40:56 -04:00
Laurent Delayen
e586cd3a8f Dev to Main integration from CL #2446290
[CL 2456855 by Laurent Delayen in Main branch]
2015-02-23 15:58:14 -05:00
Lukasz Furman
dcd7345250 unified shared parts of AI editors (nested nodes, copy/paste/drag operations)
[CL 2456137 by Lukasz Furman in Main branch]
2015-02-23 10:30:16 -05:00
Mikolaj Sieluzycki
fa01cacb6c Trim down the amount of UObject constructors.
#codereview Robert.Manuszewski

[CL 2429641 by Mikolaj Sieluzycki in Main branch]
2015-02-03 05:40:57 -05:00
Ben Marsh
bf75048443 [INTEGRATE] Change 2411119 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/01/19 13:39:29
Fixed up the details panel name area to be aware of in world component editing.
	Fixed up usage of the details panel name area to use new enum based usage flag for name areas

[CL 2419254 by Ben Marsh in Main branch]
2015-01-26 17:14:50 -05:00
Jamie Dale
a569f6b356 Fixed code relying on SLATE_TEXT_ATTRIBUTE for STextBlock.
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)

This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.

[CL 2399803 by Jamie Dale in Main branch]
2015-01-07 09:52:40 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Dan Hertzka
2ab1556645 Adjusted access to the LocalWorkspaceMenuRoot within FTabManager - GetLocalWorkspaceRoot() now returns a const and provides methods to expose adding a category and clearing categories
#codereview nick.atamas

[CL 2338925 by Dan Hertzka in Main branch]
2014-10-23 15:11:28 -04:00
Wes Hunt
31e2bb00ac Removed a bunch of stuff from Slate standard include, created SlateBasics.h
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN

[CL 2329610 by Wes Hunt in Main branch]
2014-10-14 22:50:06 -04:00
Dan Hertzka
f3092790eb Window menu refactor & polish
- Window menu is now sectioned and labeled based on the current editor. There's now a local workspace root member in FTabManager and a workspace category in FAssetEditorToolkit (both are FWorkspaceItem objects). Individual editors attach their local category to the tab manager's local root. Workflow app modes have their own category members that are swapped out when the mode changes.

- Finally, the AssetEditorCategory of FWorkspaceMenuStructure has been removed entirely.

- Replaced the AddMenuSeparator() call in FTabManager::PopulateSpawnerMenu_Helper() with a section of the same title as the workspace category.

- Tab spawner menu entries for the local editor now properly show the icon of the associated tab. To accomplish this it was necessary to change FWorkflowTabFactory::TabIcon to be an FSlateIcon instead of an FSlateBrush*. All factory instances have been updated accordingly.

- Added & updated lots of icons! (those missing will be TTP'd)

- The nomad tab spawner section (named "General" in the menu) has been largely compressed into the Developer Tools submenu, which has also been organized into sections for readability.

- Unreal frontend options were also moved into a context menu within the General section

- Moved all experimental tools to their own section of the Window menu. When they're no longer experimental they should register as nomads in the appropriate category

- Undo history now under Edit menu

[CL 2324285 by Dan Hertzka in Main branch]
2014-10-09 12:34:55 -04:00
Mieszko Zielinski
fea9d66d25 Extracting AI code from the engine into a separate module, pass 1 #UE4
- merged over from Fortnite branch
- includes adjusting all game projects that use AI code
- contains a nasty AIModule <-> Engine circular dependency. To be removed ASAP

[CL 2085468 by Mieszko Zielinski in Main branch]
2014-05-29 17:06:50 -04:00
Bob Tellez
96c40b8974 Merging UE4-Fortnite -> Main using CL#2047477
[CL 2049479 by Bob Tellez in Main branch]
2014-04-23 19:29:53 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00