Commit Graph

458 Commits

Author SHA1 Message Date
Michael Noland
2c44aa2155 Tile Set Editor: Added a customization to narrow down the metadata display to only it for the tile currently being edited
- Added a UserDataKey metadata property and exposed a filter for set tags (along the same lines as the collision filter)
- Exposed some properties of UTileSet as readable from Blueprints
- Removed the Experimental tag on the per-tile metadata
[UE-13623]

[CL 2528098 by Michael Noland in Main branch]
2015-04-28 03:34:45 -04:00
bruce nesbit
7265eb43df Fixed missing ) in baseeditor.ini
[CL 2528085 by bruce nesbit in Main branch]
2015-04-28 03:19:19 -04:00
Mike Beach
e556554c1c [UE-14230] Extending FMemberReference so it can properly represent global delegate signatures (and have a UPackage for the member's parent).
#codereview maciej.mroz, jaroslaw.palczynski

[CL 2527120 by Mike Beach in Main branch]
2015-04-27 12:46:38 -04:00
Andrew Rodham
b00b4a031d Renamed/fixed up remaining EditorUserSettings references in the codebase
EditorUserSettings is now EditorPerProjectUserSettings

[CL 2527018 by Andrew Rodham in Main branch]
2015-04-27 11:45:01 -04:00
Andrew Rodham
42e6b5a61c Fixed some editor preferences not being upgraded correctly
This addresses UE-14374.

[CL 2526928 by Andrew Rodham in Main branch]
2015-04-27 10:32:17 -04:00
Martin Wilson
a0c9af80d7 Destructible mesh thumbnail so DM assets dont go through the skeletal mesh thumbnail renderer (causes output spam)
[CL 2526835 by Martin Wilson in Main branch]
2015-04-27 09:14:56 -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
Richard TalbotWatkin
a3cfc2f2bb Big revamp to SplineComponent (continuing work-in-progress).
#jira UE-11822 - Add up vector, roll and scale properties to USplineComponent which can be used when calculating rotations/transforms at a point on the spline
#jira UE-13333 - BP spline components do not update when setting points
#jira UE-3637 - SplineComponent: Add a get transform at distance accessor

Summary of changes:
- FInterpCurve now natively understands looping. A input key can be set, at which point the spline will loop back to its start point.  Adjusted FInterpCurve methods to take looped curves into account.
- Fixed bugs in FInterpCurve regarding returning default values (T(ForceInit) instead of T() otherwise FVectors and FQuats are not initialized correctly).
- SplineComponent now holds three separate splines (location, rotation and scale).
- The SplineReparamTable is no longer transient, but is built and saved as part of the asset.
- Changed the SplineComponent API. All methods now take a ESplineCoordinateSpace value which specifies whether the values are intended for use in local or world space. The old methods have been deprecated but not removed (for now).
- bAllowSplineEditingPerInstance is deprecated. A new member (bSplineHasBeenEdited) has superseded it, and is set automatically when editing the spline with the visualizer. Added "Reset to Default" option in the visualizer, which restores the archetype defaults.
- SplineComponentVisualizer determines if spline points have been initialized by the user construction script, and, if so, will disallow editing. This is to conform with the general idea that the UCS always overrides property values.
- Fixed a number of bugs in the visualizer, and added new facilities to allow the scale and rotation to be edited (still work-in-progress).

[CL 2524087 by Richard TalbotWatkin in Main branch]
2015-04-24 06:25:50 -04:00
Andrew Rodham
7acb236b3d Correcting section path for editor project appearance setings
[CL 2523417 by Andrew Rodham in Main branch]
2015-04-23 17:27:11 -04:00
Jeff Campeau
69b60e16cb AppxManifest and Resource files for Xbox One generated on the fly.
Settings used to generate these made settable from the editor.

[CL 2521784 by Jeff Campeau in Main branch]
2015-04-22 17:05:11 -04:00
Saul Abreu
ed27d12047 Moved specification of the native culture of a localization target over to the table of supported cultures.
[CL 2521701 by Saul Abreu in Main branch]
2015-04-22 16:39:20 -04:00
Marc Audy
48353a95d3 Allow enabling of shadow variable warning on a per project basis via BuildSettings in Engine.ini
Enable shadow variable warnings by default
Disable shadow variable warnings for Fortnite, Orion, and Ocean

[CL 2521304 by Marc Audy in Main branch]
2015-04-22 13:17:27 -04:00
bruce nesbit
e0d131ebad Added some automated tests for collision
[CL 2520905 by bruce nesbit in Main branch]
2015-04-22 09:22:48 -04:00
Saul Abreu
9c7b62ebe5 Massive overhaul of gather configuration UI in the Localization Dashboard. Updated localization configuration script settings with new, more descriptive names and moved "friendly" behaviors to the Localization Dashboard's localization configuration script generation code, rather than in the commandlets. REVIEW CHANGELIST FOR API CHANGES.
[CL 2520629 by Saul Abreu in Main branch]
2015-04-22 01:18:49 -04:00
Andrew Rodham
86850fe0f8 Changed editor project unit settings to be more flexible
Users can now choose a set of relevant units to display applicable properties in.
Setting a single unit for a given type will result in only that unit ever being used. When multiple exist, the most appropriate unit will be shown when a property editor is opened, and will remain in this unit until something else is selected.

[CL 2519064 by Andrew Rodham in Main branch]
2015-04-21 08:27:25 -04:00
salamanderrake
64c361faae PR #1071: NullSourcecodeAccess plugin for Linux. (Contributed by salamanderrake)
[CL 2518640 by Dmitry Rekman in Main branch]
2015-04-20 21:33:48 -04:00
Michael Schoell
abb8124662 Keywords metadata is now localized.
Blueprint node searching now leverages localized keyword metadata for searching, so searches can now be done in the current langauge and English to find the same nodes.

#jira UE-12049 - Using translated editor, Blueprint node search returns differ for English search terms compared to search terms in the current language

#codereview justin.sargent

[CL 2517785 by Michael Schoell in Main branch]
2015-04-20 12:25:37 -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
Robert Manuszewski
dfd2792985 Fixing typo in WarnIfTimeLimitExceeded code
[CL 2515792 by Robert Manuszewski in Main branch]
2015-04-17 09:37:05 -04:00
Robert Manuszewski
4f18d6d8d5 Async loading improvements:
- changed an assert to a warning when calling LoadObject in PostLoad
- added an opt-out ability for IsTimeLimitExceeded warning
- added descriptions of the current work performed during async loading for IsTimeLimitExceeded warning
- made sure we don't check IsTimeLimitExceeded when we already know we timed out.

[CL 2515757 by Robert Manuszewski in Main branch]
2015-04-17 09:16:30 -04:00
Maciej Mroz
f9378af357 UE-12886 Crashes on Structure including Same class blueprint within Construction Script
flag bFirstCompileChildrenThenReinstance was removed.

Problem was: actor cannot be reconstructed before all objects have new/proper class set.
Fast reinstancing was split into 2 phases in the first phase the new class is set. In the 2nd actors are reconstructed, etc..

#codereview Nick.Whiting

[CL 2515018 by Maciej Mroz in Main branch]
2015-04-16 17:13:01 -04:00
Dmitry Rekman
e01ba69aa9 Add a commented option that works around crash on some Linux setups.
[CL 2514871 by Dmitry Rekman in Main branch]
2015-04-16 16:07:27 -04:00
Marc Audy
40294b8a33 Expose GameMode functionality to Blueprints
[CL 2514855 by Marc Audy in Main branch]
2015-04-16 15:59:14 -04:00
Ben Marsh
ac7fa73e85 Improve performance for building Rocket DDC: DDPs for individual projects are generated separately, skipping engine content, and separate DDP files are combined without decompressing/recompressing.
[CL 2514393 by Ben Marsh in Main branch]
2015-04-16 11:54:50 -04:00
Dan Hertzka
a0739d08ca Re-adding CL 2508810 with the previously missing FoliageTypeObjectCustomization files
[CL 2510599 by Dan Hertzka in Main branch]
2015-04-13 14:46:31 -04:00