Commit Graph

35 Commits

Author SHA1 Message Date
Nicholas Davies
0e59b28b06 Merging from Fortnite
[CL 2359911 by Nicholas Davies in Main branch]
2014-11-14 08:05:34 -05:00
Sam Zamani
e7fe88e72f Merging using UE4-Fortnite-To-UE4
#xmpp
- consistent use of UTC time for all chat messages

[CL 2359471 by Sam Zamani in Main branch]
2014-11-13 22:10:33 -05:00
Nicholas Davies
5f8d8799bb Chat updates merging from Fortnite
[CL 2358966 by Nicholas Davies in Main branch]
2014-11-13 16:15:33 -05:00
Sam Zamani
fabbf81452 Merging using UE4-Fortnite-To-UE4
- fix for crash in whisper due to no friend being selected

[CL 2356610 by Sam Zamani in Main branch]
2014-11-11 20:33:47 -05:00
Sam Zamani
5a3cb12d61 Merging using UE4-Fortnite-To-UE4
- refactor "IFriendListItems" to "IFriendItem"
- refactor "FFriendStuct" to "FFriendItem"

[CL 2355867 by Sam Zamani in Main branch]
2014-11-11 10:10:45 -05:00
Nicholas Davies
3e4402d0d6 Merging from UE4-Fortnite - update to Friends and Chat system
CL2354401 to 2355034

[CL 2355705 by Nicholas Davies in Main branch]
2014-11-11 04:54:47 -05:00
Sam Zamani
d990a980f3 Merging using UE4-Fortnite-To-UE4
- dont repeat chat messages that go to the global chat room

[CL 2353725 by Sam Zamani in Main branch]
2014-11-07 17:41:31 -05:00
Sam Zamani
12aa100e4a Merging using UE4-Fortnite-To-UE4
#friends,chat
- send global chat room messages
- also added member enter/exit messages for now

[CL 2353716 by Sam Zamani in Main branch]
2014-11-07 17:41:06 -05:00
Nicholas Davies
c023b935b3 Merging from UE4-Fortnite - update to Friends and Chat system
CL 2340958 to 2350247

[CL 2351555 by Nicholas Davies in Main branch]
2014-11-06 15:17:11 -05:00
Ben Zeigler
02a9e1dd4e Merging Dev -> Main using UE4-Fortnite-To-UE4 from CL 2340802
Includes following engine changes:

Getting display metrics only once at construct time when using SSafeZone. GetDisplayMetrics is expensive in Windows so it is impractical to call it every frame.
- Some AI API improvements, mostly switchig pointer function parameters to references.
- minor refactor of UCrowdFollowingComponent's queryinf functions:
    - IsCrowd*Enabled functions refactored to  IsCrowd*Active
    - implemented IsCrowd*Enabled that return acrual values of relevant properties
- Added a function to CrowdManager to query for location of agents neighbouring given agent
Added support for PS4 touchpad-based cursor
You can now choose to skip synchronously scanning for asset data in object libraries and just use the data that is currently in the asset registry. The data will be refereshed automatically later once the global scan completes. The only applies to non-commandlet editor instances.
Crash fixes for trying to access NULL Metal surfaces on IOS
Slate: Cleaned up some atlas code related to padding and corrected some comments

[CL 2347323 by Ben Zeigler in Main branch]
2014-11-03 15:47:28 -05:00