Commit Graph

3 Commits

Author SHA1 Message Date
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Andrew Rodham
ba3528c9d4 Made it possible for asset editors to maintain their own FEditorModeTools lists
Breaking changes include:
    * Rename of GEditorModeTools -> GLevelEditorModeTools to signify that it applies only to the level editor modes
    * Addition of FEditorModeRegistry, responsible for managing and creating new editor modes. Modes are no longer registered with an instance of the mode, instead with a mode factory that is able to create a new mode of that type.
    * Editor modes now operate on FEditorViewportClients rather than FLevelEditorViewportClients
    * Added ability to specify an FEditorModeTools when creating an FEditorViewport

Moved component vizualiser manager handling outside of individual editor modes, and into FLevelEditorViewportClient. This should make it easier to transplant in future.

This work addresses TTP#334640 - EDITOR: Investigate making editor modes a per-'editor' concept

Reviewed by Michael Noland, Matt Kuhlenschmidt

[CL 2109245 by Andrew Rodham in Main branch]
2014-06-18 10:16:16 -04:00
Jamie Dale
d628c5477e You can now use an actor picker to choose which actor to attach to
TTP# 279062 - ROCKET: TASK: PUNTABLE: Viewports: "Drag to Attach" feature

Moved FEdModePicker out of the Private section of the PropertyEditor module, and into its own module so that it can be shared between the PropertyEditor and LevelEditor modules. Also renamed it to FEdModeActorPicker.

Added a way to filter FEdModeActorPicker by checking the actor directly (this complements the class type check it already had).

Added an actor picker button next to the scene outliner in the "Attach To" menu on actors. This is also mapped to the Alt+A command.

Built and tested in unity and non-unity.

ReviewedBy Thomas.Sarkanen, Max.Preussner

[CL 2060928 by Jamie Dale in Main branch]
2014-05-01 06:52:47 -04:00