Commit Graph

55 Commits

Author SHA1 Message Date
Marc Audy
a916b98145 Put back the bAutoActivates = true. While most are unnecessary, working out the fallout from a fairly cosmetic change isn't worth it.
[CL 2584181 by Marc Audy in Main branch]
2015-06-11 10:20:48 -04:00
Marc Audy
0f4127872b Clean up cases where bAutoActivate was simply being used to ensure ticking didn't get disabled
[CL 2580373 by Marc Audy in Main branch]
2015-06-08 16:09:27 -04:00
sebastian kowalczyk
902fe360c1 Small cleanup for Gameplay Debugger, removed leftovers from old changes.
[CL 2579781 by sebastian kowalczyk in Main branch]
2015-06-08 05:35:32 -04:00
Martin Mittring
3918e2b509 fixed UE-15921 Skeletal Meshes with Multiple Translucent Batches will render Both
[CL 2560964 by Martin Mittring in Main branch]
2015-05-21 12:32:13 -04:00
Jeff Farris
663288bf57 GameplayAbilities module is no longer loaded by default [UE-14860] in all games. Can be optionally loaded by games that need it.
[CL 2547979 by Jeff Farris in Main branch]
2015-05-12 17:23:03 -04:00
Laurent Delayen
f635d52081 Fortnite Dev > Main Integration from CL #2535376
UE4-Fortnite-CL-2535376
CL# 2535376
MCP CL# 2532705
Linux Dedicated Server
Backend: Testing
  "app" : "fortnite",
  "moduleName" : "Fortnite-PublicService",
  "branch" : "TRUNK",
  "buildDate" : "2015-05-01T13:57:06.985Z",
  "serverDate" : "2015-05-04T13:50:47.828Z",
  "build" : "1306",
  "cln" : "2532705",
  "overridePropertiesVersion" : "unknown",
  "version" : "UNKNOWN"

[CL 2539301 by Laurent Delayen in Main branch]
2015-05-06 11:05:00 -04:00
Daniel Broder
8ea8f8d7ad Merging using UE4-Fortnite-To-UE4 using 2517024
Weekly Fortnite Dev -> Main integration.

#CodeReview Paul.Moore, Bob.Tellez

[CL 2524683 by Daniel Broder in Main branch]
2015-04-24 14:07:47 -04:00
sebastian kowalczyk
f2dc1112a2 Added debug camera to gameplay debugger, to have a way to fly around (Tab key to switch between cameras).
Added alternate keyboard bindings to gameplay debugger, for keyboards without numpad (can be enabled in gameplay debugger settings). It uses Alt + [regular number] shortcuts.

[CL 2510117 by sebastian kowalczyk in Main branch]
2015-04-13 06:23:53 -04:00
Mike Fricker
114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00
Mieszko Zielinski
c5ebb9c90b Fixed GameplayDebugger crash on debugging a pawn in absence of navigation data #UE4
[CL 2481499 by Mieszko Zielinski in Main branch]
2015-03-17 09:44:38 -04:00
Lukasz Furman
50bd795f1d added selecting random results from EQS query in two ranges: best 5% and best 25%
#ue4 UE-11276

[CL 2475225 by Lukasz Furman in Main branch]
2015-03-11 11:39:27 -04:00
Marc Audy
037d007078 Fix shadowed variables
[CL 2471506 by Marc Audy in Main branch]
2015-03-06 15:13:38 -05:00
sebastian kowalczyk
02482494fc Make pass over gameplay debugger to be sure that most code is compile-out for test and shipping builds.
[CL 2463900 by sebastian kowalczyk in Main branch]
2015-02-27 09:26:32 -05:00
sebastian kowalczyk
e27fddecdc Improved path corridor drawing in Gameplay Debugger and we can see nav areas rendered with different colors - with colors defined in navarea.
[CL 2458243 by sebastian kowalczyk in Main branch]
2015-02-24 07:01:10 -05:00
sebastian kowalczyk
af6f1379e7 Fix for UE-9995 "GameplayDebugger doesn't auto-focus on AI in server-client PIE"
[CL 2451474 by sebastian kowalczyk in Main branch]
2015-02-19 07:14:31 -05:00
sebastian kowalczyk
c1d99d7821 Fixed NavMesh rendering with GameplayDebugger (works in client-server enviroment too)
Integration from Dev to Main

[CL 2446701 by sebastian kowalczyk in Main branch]
2015-02-16 04:04:00 -05:00
Mieszko Zielinski
3faf962c6c Fixed PathFollowingComponent not getting notified about path updates due to external events (like goal moved or navmesh rebuild) #UE4
- While working on it I've also fixed GameplayDebugger's path corridor gathering to clear porperly and to be able to detect when AI uses the same path object, but the path has been updated since the last time its navigation corridor has been stored by GameplayDebugger.
- also includes minor refactor to navmesh debug drawing

[CL 2420345 by Mieszko Zielinski in Main branch]
2015-01-27 10:22:55 -05:00
Bob Tellez
55d87d9b67 #UE4 One more CIS fix. Header includes shifted.
[CL 2411523 by Bob Tellez in Main branch]
2015-01-19 18:04:11 -05:00
Bob Tellez
9e4af02d9a #UE4 One more CIS fix. GameplayDebuggingComponent uses UCharacterMovementComponent
[CL 2411301 by Bob Tellez in Main branch]
2015-01-19 15:35:35 -05:00
Bob Tellez
b96ebfe60b #UE4 Fixing a few more CIS errors. It seems header includes have shifted.
[CL 2411167 by Bob Tellez in Main branch]
2015-01-19 14:24:10 -05:00
Lukasz Furman
0e8e991729 extended gameplay debugger's basic pawn data
[CL 2410724 by Lukasz Furman in Main branch]
2015-01-19 06:07:32 -05:00
Mieszko Zielinski
ad1bc92882 Fixed on compilation warning due to using deprecated function I've missed #UE4
[CL 2405062 by Mieszko Zielinski in Main branch]
2015-01-13 14:55:09 -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
Lukasz Furman
7f997e8af7 navigation refactor: removed NavigationComponent, added abstract navdata for handling direct path updates
#codereview mieszko.zielinski

[CL 2370604 by Lukasz Furman in Main branch]
2014-11-26 04:21:03 -05:00
Daniel Wright
b4c700abeb Removed DrawDynamicElements, PreRenderView and dependencies. These have been disabled since 11/04, and the GetDynamicMeshElements path is now the only path for dynamic mesh rendering.
[CL 2370254 by Daniel Wright in Main branch]
2014-11-25 17:56:43 -05:00