Commit Graph

68 Commits

Author SHA1 Message Date
Ben Cosh
7ce2a96c63 This change enables comment balloon coloring set in the preferences and restores the comment node option to enable coloring.
#UE-13299 - Comments and comment balloons don't obey colors set in editor preferences
#Branch UE4
#Proj BehaviourTreeEditor, EnvironmentQueryEditor, GraphEditor

#codereview Dan.Oconnor

[CL 2505562 by Ben Cosh in Main branch]
2015-04-08 14:48:01 -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
Lukasz Furman
8db86ff08b fixed crash on pasting composite decorator node in behavior tree editor
#ue4

[CL 2481392 by Lukasz Furman in Main branch]
2015-03-17 07:30:01 -04:00
Lukasz Furman
f4829da655 fixed restoring EQS query asset with multiple options
#ue4, merged from dev branch

[CL 2481355 by Lukasz Furman in Main branch]
2015-03-17 05:56:35 -04:00
Lukasz Furman
37b360926c missing includes
[CL 2477002 by Lukasz Furman in Main branch]
2015-03-12 12:28:20 -04:00
Lukasz Furman
ac12138192 composite EQS generator can be used from editor, custom display names for existing generators
#ue4

[CL 2477000 by Lukasz Furman in Main branch]
2015-03-12 12:26:19 -04:00
Lukasz Furman
1621875ec9 fixed ParentNode chain in EQS graph
#ue4 UE-11549

[CL 2475279 by Lukasz Furman in Main branch]
2015-03-11 12:20:56 -04:00
Lukasz Furman
23aaaaf7da EQS graph restoring code will now be able to deal with missing option nodes
#ue4

[CL 2473690 by Lukasz Furman in Main branch]
2015-03-10 09:38:12 -04:00
Lukasz Furman
c52e6ca0e2 moved EQS test scoring preview data to test class, so it doesn't depend on property changed notify for updates
#ue4 UE-11398

[CL 2472561 by Lukasz Furman in Main branch]
2015-03-09 12:24:47 -04:00
Lukasz Furman
5716597d9c fixed restoring EQS test nodes
#ue4

[CL 2472369 by Lukasz Furman in Main branch]
2015-03-09 09:56:21 -04:00
Lukasz Furman
80d65e7e23 removed support for EQS named params in all engine-level classes, marked structs as deprecated
#ue4

[CL 2472257 by Lukasz Furman in Main branch]
2015-03-09 07:19:19 -04:00
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
ad7a27924e Fix for FortniteGame compilation error
#codereview lukasz.furman

[CL 2457165 by Laurent Delayen in Main branch]
2015-02-23 17:44:01 -05:00
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
Mieszko Zielinski
e64a018477 Added a very simple mechanism to have EQS editor include new BP-implemented generators in generators list #UE4
And not crash when one gets removed!
4.7 critical fix.
This is to be fixed properly in time for 4.8, to reuse the solution BT editor has.

#lockdown Zachary.EdgertonJones

[CL 2443252 by Mieszko Zielinski in Main branch]
2015-02-12 07:19:24 -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
Dan Oconnor
2efabfa541 Back out changelist 2411626
I fixed the crash found in the material editor, but discovered some rendering issues. Backing this out for now.

[CL 2412583 by Dan Oconnor in Main branch]
2015-01-20 14:04:44 -05:00
Dan Oconnor
b0c9f152da We no longer refresh the graph panel when a user deletes or adds a graph node. This is a substantial improvement in responsiveness, especially when the user is editing large graphs.
[CL 2411626 by Dan Oconnor in Main branch]
2015-01-19 18:54:38 -05:00
Nick Atamas
f5e19bef14 Slate : RelativeLayoutScale is now computed in the SlatePrepass(). ComputeDesiredSize() now takes a float parameter. API-breaking change!
[CL 2406629 by Nick Atamas in Main branch]
2015-01-14 19:04:45 -05:00
Lukasz Furman
46877c3bfa fixed test node reordering after rapid clicking in environment query editor
#ue4

[CL 2405780 by Lukasz Furman in Main branch]
2015-01-14 04:57:32 -05:00
Michael Noland
c97e8231bb GraphEditor: Refactored connection drawing policy API to be more flexible, passing a parameter structure around instead of loose values (FConnectionParams)
Remove duplicated implementations of DrawConnection in subclasses that draw non-curved splines, overriding ComputeSplineTangent instead
Upgrade note: Any editor plugins that contain a FConnectionDrawingPolicy subclass will need to update calls to DrawSplineWithArrow, DrawConnection, and DetermineWiringStyle

[CL 2402661 by Michael Noland in Main branch]
2015-01-10 00:31:36 -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
Dan Hertzka
c042ddcb94 ---- Merging with SlateDev branch ----
Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI.

While asleep, Slate will skip the Tick & Paint pass for that frame entirely.
- There are TWO ways to "wake" Slate and cause a Tick/Paint pass:
    1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active.
        - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick.
    2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked.

- The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action.
    - Examples include animation, async operations that update periodically, progress updates, loading bars, etc.

- An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before.

- An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick()
    - There are THREE ways to unregister an active tick:
        1. Return EActiveTickReturnType::StopTicking from the active tick function
        2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick()
        3. Destroy the widget responsible for the active tick

- Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar
- There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed.
    - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f)

- The FCurveSequence API has been updated to work with the active tick system
    - Playing a curve sequence now requires that you pass the widget being animated by the sequence
    - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete
    - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end.

[CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00