UETOOL-293 - Behavior Tree Editor is sluggish
- Made the behavior tree and environmental query pins larger so they're easier to grab.
- Adjusted the node padding so that we don't add the padding for the pins when there aren't any pins.
- Added lodding so that node elements are culled out as you zoom out (to improve performance).
- Fixed connections being culled when they were still visible.
[CL 2528547 by Jamie Dale in Main branch]
#UE-12866 - Have node comments and reroute node comments act the same
#Branch UE4
#Proj Engine, GraphEditor
#includes some more general comment node / comment bubble fixes
[CL 2528202 by Ben Cosh in Main branch]
FNumberFormattingOptions now provides a convenient way to create a default number formatter that doesn't use grouping (FNumberFormattingOptions::DefaultNoGrouping()), as well as one that does (FNumberFormattingOptions::DefaultWithGrouping()).
This also improves the performance when using the default formatting options, by caching the formatters used by those options. This helps greatly when using Blueprint formatting (see KismetTextLibrary.cpp) as these were always creating custom formatters for every operations, which is a *very* expensive thing to do.
To improve the cases where you are frequently re-using a custom set of formatting options, we also have a LRU cache of the most recently used formatting options which we check before creating a new custom formatter.
[CL 2519071 by Jamie Dale in Main branch]
SNodeTitle no longer compares cached node titles to the title the node wants to be to determine a reconstruction, it checks if the schema wants to purge all cached node titles.
#jira UE-8371 - Change Editor language while leaving Blueprint Editor node & pin names in English
[CL 2508681 by Michael Schoell in Main branch]
#UE-13299 - Comments and comment balloons don't obey colors set in editor preferences
#Branch UE4
#Proj BehaviourTreeEditor, EnvironmentQueryEditor, GraphEditor
#codereview Dan.Oconnor
[CL 2505562 by Ben Cosh in Main branch]
I have reviewed each change carefully, but it is a large change and I could have missed something! Here is a summary of the types of changes in this CL:
* Made nullptr checks consistent (the plurality of the changes are of this type)
* Completed switch statements (IE, switch did not explicitly handle default case, but had unhandled enum entries - this is the second most popular type of fix)
* Removed unused variables
* Removed redundant initializations
* WidgetNavigationCustomization.cpp was fixed by the owner
* integers converted to floats where result was stored in a float
* Removed redundent null checks (e.g. before delete statements)
* Renamed variables to prevent non-obvious shadowing
* Fixed use of bitwise & when checking for equality to an enum entry (which is often 0)
* Fixes for some copy paste errors (e.g. FoliageEdMode.cpp)
[CL 2498053 by Dan Oconnor in Main branch]
Consistent null checks, fixes for copy/pasted conditions, copy pasted LOCTEXT identifiers, comparisons against literals of the wrong type, missing return statements, dead code, and some system calls that were ignoring their return value
[CL 2494390 by Dan Oconnor in Main branch]
Refactored logic for what selection type is allowed in a SGraphActionMenu to the widgets that react to the selection.
#jira UE-11644 - Selected BP Variables do not refresh details properly
[CL 2493909 by Michael Schoell in Main branch]
https://github.com/EpicGames/UnrealEngine/pull/946
I have gone through these changes and verified that whatever behavior change they cause could only be an improvement (generally they just prevent possible access to nullptrs, but there are also some style corrections). A separate changelist is being prepared that includes changes that could unintentionally caues behavior change for the worse.
[CL 2486801 by Dan Oconnor in Main branch]
- Currently gated by a setting in Editor Preferences..Graph Editors
- Alt+LMB Click on the spline to break the connection
- Ctrl+LMB Click on the spline to move the connection to a different pin
- Hover over the spline to highlight it
[CL 2483923 by Michael Noland in Main branch]
Some P4V problem with backing out large changelist missed some files.
#codereview Robert.Manuszewski
[CL 2481366 by Jaroslaw Palczynski in Main branch]
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.
#codereview Robert.Manuszewski
[CL 2481343 by Jaroslaw Palczynski in Main branch]
Note that to do this we need to load all behavior trees in the asset registry to check for blackboard/key usage
UE-8415 - Renaming a Blackboard Key removes it's references in the Behavior Tree
[CL 2475144 by Thomas Sarkanen in Main branch]