Sometimes the active window seems to be confused on Mac. This works around
the issue so that we will activate another window when a menu closes.
#jira UE-141354, UE-144097
#rnx
[REVIEW] [at]will.damon
#lockdown cristina.riveron
#preflight none
#ROBOMERGE-AUTHOR: dave.hunter
#ROBOMERGE-SOURCE: CL 19246118 in //UE5/Release-5.0/... via CL 19249226
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v924-19243027)
[CL 19263172 by dave hunter in ue5-main branch]
CocoaWindows now store their Type. This is used so that we can make sure that we can call OnWindowActivationChanged
when the menu closes. This is needed to restore focus in the main window after the menu is triggered. Several other
utility windows are now not treated as main windows.
[REVIEW] will.damon
#jira UE-139065
#rnx
#preflight n/a
#lockdown cristina.riveron
#ROBOMERGE-AUTHOR: dave.hunter
#ROBOMERGE-SOURCE: CL 19093114 via CL 19093772 via CL 19094565 via CL 19096071 via CL 19105329
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19146632 by dave hunter in ue5-main branch]
This does use LaunchEngineLoops output over Linux which means with -stdout no color coded warning/error messages
#jira none
#rb Michael.Sartain, Rober.Seiver
#preflight none
[CL 19074484 by Brandon Schaefer in ue5-main branch]
This needs to be refactored out to a DummyWindow for Offscreen rendering vs doing this
#jira UE-143359
#rb none
#preflight none
[CL 19073285 by Brandon Schaefer in ue5-main branch]
Fix some test/asserts when running offscreen rendering. We use a GenericWindow which was hitting some fatal logs
#jira none
#rb none
#preflight 620ed89bc91bcd0017af2295
[CL 19044653 by Brandon Schaefer in ue5-main branch]
#jira UE-141121
#review-19040600 Brandon.Schaefer, Michael.Sartain
#preflight 620eae5d007519628d226210
[CL 19041491 by robert seiver in ue5-main branch]
Or-ing in WS_EX_TOOLWINDOW into the window style prevents the splash screen's taskbar item from appearing until its visible on screen.
Since it takes several seconds before the splash screen appears, if you Alt-Tab to another application before it appears it causes the splash screen to not be shown, and since it's not shown there is no task bar icon, so you cannot see the progress bar or select the splash screen via the taskbar.
Also, the splash screen appears to go to the bottom of the z-order, causing the user to have to minimize/close a lot of windows to click it to allocate the taskbar item.
#rnx
#rb trivial
#preflight 6205c060b84973a2bb6f4f3d
#ROBOMERGE-AUTHOR: geoff.evans
#ROBOMERGE-SOURCE: CL 18949297 via CL 18949298 via CL 18949302 via CL 18952902 via CL 18953149
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18953163 by geoff evans in ue5-main branch]
Add bIsWindowShown option to Linux Console Output Device
Default to true to match old behavior.
Add -nostdout by default in UnrealLightmass
#rb Brandon.Schaefer
#jira none
#preflight trivial
[CL 18817282 by Michael Sartain in ue5-main branch]
I've added a boolean AllowMainWindow to CocoaWindow which is now set to true unless the window is a menu. This status is reported to the OS via the canBecomeMainWindow method. It is also used by the MacApplication which will now not activate a window when a window that's being closed is not a main window (via AllowMainWindow).
#rb will.damon
#jira UE-137460
#preflight n/a
#ROBOMERGE-AUTHOR: dave.hunter
#ROBOMERGE-SOURCE: CL 18734334 in //UE5/Release-5.0/... via CL 18734343 via CL 18734356
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18734361 by dave hunter in ue5-main branch]
#preflight 61eefc77ba69a4fdb220bf23
#ROBOMERGE-AUTHOR: marc.audy
#ROBOMERGE-SOURCE: CL 18712765 in //UE5/Release-5.0/... via CL 18712784 via CL 18713147
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18713191 by marc audy in ue5-main branch]
#ROBOMERGE-AUTHOR: julian.smart
#ROBOMERGE-SOURCE: CL 18670274 via CL 18670279 via CL 18670282 via CL 18670285 via CL 18670394 via CL 18670399 via CL 18670402
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v901-18665521)
[CL 18670411 by julian smart in ue5-main branch]
#jira UE-138975
#ROBOMERGE-AUTHOR: julian.smart
#ROBOMERGE-SOURCE: CL 18615234 via CL 18615240 via CL 18615244 via CL 18615246 via CL 18615306 via CL 18615315 via CL 18615324
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18615329 by julian smart in ue5-main branch]
#ROBOMERGE-AUTHOR: julian.smart
#ROBOMERGE-SOURCE: CL 18613222 via CL 18613240 via CL 18613255 via CL 18613267 via CL 18614278 via CL 18614348 via CL 18614384
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18614412 by julian smart in ue5-main branch]
#jira UE-138975
This change introduces the CVar Android.UnifyMotionSpace, which we can enable to have the other motion inputs changed with rotation rate so that they correlate. Enabling this CVar also changes acceleration input to be reported in g units instead of m/s^2, since that's what we're doing on most other platforms.
My hope is to add corresponding "UnifyMotionSpace" CVars to other platforms that will make motion input consistent across all platforms:
- Have acceleration axes always correlate with rotation rate axes;
- Have these axes consistent across platforms (same forward direction, same up/down direction, etc);
- Use radians per second for rotation rate and g units for acceleration;
[FYI] andy.davidson, jack.porter
#ROBOMERGE-AUTHOR: julian.smart
#ROBOMERGE-SOURCE: CL 18612587 via CL 18612619 via CL 18612631 via CL 18612638 via CL 18614271 via CL 18614345 via CL 18614381
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18614409 by julian smart in ue5-main branch]