Commit Graph

64 Commits

Author SHA1 Message Date
Richard TalbotWatkin
bf8c7a124c Corrected tooltips
#jira UE-20484 - Paint Mode: Texture Paint Target option's Save Asset icon Tooltip displays wrong

[CL 2673959 by Richard TalbotWatkin in Main branch]
2015-08-31 07:52:29 -04:00
Martin Mittring
97ee86291e UE-19859 Remove debug/show rendering features on shipping
I did the first part, lock some showflags to be 0 or 1 in SHIPPING
If this causes problems for some applications (e.g. using showflag as scalability which they shouldn't) the user needs to update the code.
or we remove the lock from that showflag.
For editor or non shipping features it's fine to use the SetSHOWFLAGNAME() calls, they become NOPS in SHIPPING.

This is a performance optimization (when  used in inner loop) and prepares for removing more

[CL 2673126 by Martin Mittring in Main branch]
2015-08-28 17:18:26 -04:00
Timothy Reynolds
af632c0c81 Several aspects of Spline Meshes were not being implemented in place of the generic Static Mesh code:
- Allowed for spline mesh painting by overriding the color vertices like static meshes do.
- Fixed improperly placed vertices, used the modified vertices of the splined mesh rather than the vertices of the base static mesh.
- Fixed splined mesh initialization issue.

UE-18511

#codereview Matt.Kuhlenschmidt

[CL 2651504 by Timothy Reynolds in Main branch]
2015-08-11 14:33:30 -04:00
Nick Darnell
7077d50aa0 Slate/Core - Fixing a few cases where we were comparing TAttributes directly to literals.
[CL 2606119 by Nick Darnell in Main branch]
2015-06-30 14:04:31 -04:00
Ori Cohen
6e10ad5ecd Remove BodySetup.h from engine.h and other unnecessary headers
[CL 2587297 by Ori Cohen in Main branch]
2015-06-15 09:34:39 -04:00
Jurre DeBaare
6e56dd94cb Possible solution for UE-2244 (https://jira.ol.epicgames.net/browse/UE-2244)
Original code was by Wes Fudala, contacted him and the reason he wrote it orginally (2012) was with the assumption that it would be possible to paint to seperate LOD levels.

- Removed RemoveInstanceVertexColorsWorker(MeshPaintEdMode) function (unnecessary and very similar to RemoveInstanceVertexColorsFromLOD (StaticMeshComponent)

- Altered RemoveComponentInstanceVertexColors (MeshPaintEdMode), does original checks but now calls RemoveInstanceVertexColors (StaticMeshComponent) which has the desired outcome

[CL 2539060 by Jurre DeBaare in Main branch]
2015-05-06 09:14:12 -04:00
Michael Noland
9e57fb9699 Mesh paint editor mode: Refactored texture override code to get closer to being able to override via the IMeshPaintGeometryAdapter
[CL 2520442 by Michael Noland in Main branch]
2015-04-21 20:28:46 -04:00
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -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
Dan Oconnor
84da45973f PR #936: Fixes for PVS-Studio warnings from Paul Eremeeff
These are mostly fixes to redundant comparisons and initialization code, but there's also a fix for serious looking scope issue in FontCache.cpp

[CL 2483865 by Dan Oconnor in Main branch]
2015-03-18 20:36:02 -04:00
Mikolaj Sieluzycki
52c71176ab Rename StaticConstructObject to StaticConstructObject_Internal and use it only in CoreUObject module. Change rest of usages to NewObject.
#codereview Robert.Manuszewski

[CL 2437731 by Mikolaj Sieluzycki in Main branch]
2015-02-09 05:43:45 -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
Marc Audy
e5e74f7f6c Rename SerializedComponents to BlueprintCreatedComponents
Add InstanceComponents for per-instance added components

[CL 2409606 by Marc Audy in Main branch]
2015-01-16 16:59:14 -05:00
Dan Hertzka
dd4fdd7906 First-pass on in-world component selection
- Must enable experimental In-World Component Editing
- To select a component in the world, click on the component when the owning actor is already selected

[CL 2401364 by Dan Hertzka in Main branch]
2015-01-08 16:49:49 -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
Michael Noland
2a3b6e24e8 Paper2D: Improvements to texture selection for mesh paint, allowing adapters to override behavior
[CL 2397883 by Michael Noland in Main branch]
2015-01-05 16:36:11 -05:00
Michael Noland
22a774b7b5 Editor: Fix mesh texture painting on static mesh components
[CL 2393491 by Michael Noland in Main branch]
2014-12-19 02:02:27 -05:00
Michael Noland
e3d176bf5c Editor: Start pushing the mesh texture painting brush sphere intersection code into the geometry adapter (WIP)
[CL 2393485 by Michael Noland in Main branch]
2014-12-19 01:47:27 -05:00
Michael Noland
345b90f305 Editor: Make IMeshPaintGeometryAdapter::LineTraceComponent const
[CL 2393441 by Michael Noland in Main branch]
2014-12-19 00:12:28 -05:00
Michael Noland
b3e4535b46 Editor: Add adapter factory registration system for mesh painting and split the static mesh version out into separate files (WIP)
[CL 2393433 by Michael Noland in Main branch]
2014-12-18 23:37:29 -05:00
Michael Noland
24e8eb6049 Editor: Generalizing mesh paint to work with other component types: start of an adaptor interface for different components (WIP)
[CL 2393336 by Michael Noland in Main branch]
2014-12-18 20:52:36 -05:00
Michael Noland
9c3cc47fae Editor: Generalizing mesh paint to work with other component types (WIP)
[CL 2392049 by Michael Noland in Main branch]
2014-12-17 20:52:08 -05:00
Michael Noland
3808344e1e Editor: Slowly starting to generalize mesh paint to work with other component types (WIP)
[CL 2391875 by Michael Noland in Main branch]
2014-12-17 17:42:54 -05:00
Michael Noland
316468fff4 Editor: Remove a bunch of GEditor dependencies in mesh painting code
[CL 2391798 by Michael Noland in Main branch]
2014-12-17 17:12:54 -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