Commit Graph

8 Commits

Author SHA1 Message Date
Michael Noland
882aee9c55 Content Browser: Added the ability to register new advanced categories without editing engine source
Paper2D: Defined a "Paper2D" category and moved existing asset type actions over

New methods on IAssetTools:
- RegisterAdvancedAssetCategory
- FindAdvancedAssetCategory
- GetAllAdvancedAssetCategories

Upgrade Note: This gets rid of the named extension sections in the filter menu, which should instead be extended via registering a new category.

[UE-13646]
#codereview bob.tellez

[CL 2525743 by Michael Noland in Main branch]
2015-04-25 14:49:25 -04:00
PaulEremeeff
3d878d5a79 PR #996: Fixing PVS-Studio warnings (Contributed by PaulEremeeff)
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]
2015-03-31 20:12:31 -04:00
Matthew Griffin
96c2eed6ab [INTEGRATE] Change 2430090 by Jamie.Dale@Pitbull_JDaleReleases on 2015/02/03 12:23:43
Made "Add Feature or Content Pack..." always available from the "Add New" menu

	It was previously only available when you had an asset path selected, but as this option has nothing to do with the currently selected path(s) it is now available regardless of whether you have an asset or class path selected.

[CL 2437790 by Matthew Griffin in Main branch]
2015-02-09 06:45:37 -05:00
Ben Marsh
1a833403ad [INTEGRATE] Change 2418620 by James.Golding@JGOLDING-T2781-CODE on 2015/01/26 10:35:34
Fix capitaliization for 'Add Feature or Content Pack...'
	#codereview mike.fricker

[CL 2419735 by Ben Marsh in Main branch]
2015-01-26 20:21:24 -05:00
Ben Marsh
9d3f610c89 [INTEGRATE] Change 2417927 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/01/24 15:52:29
Cleaned up "New C++ Class" button labels in Content Browser

[CL 2419708 by Ben Marsh in Main branch]
2015-01-26 20:15:54 -05:00
Ben Marsh
dc20b4d944 [INTEGRATE] Change 2416705 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/23 07:28:46
The "New Class" option is now always available in the "Add New" context menu

	UE-7184 - Show game c++ classes and engine c++ classes in the content browser

	It will use your project's source folder if you don't have a valid class path selected.

[CL 2419589 by Ben Marsh in Main branch]
2015-01-26 19:13:07 -05:00
Ben Marsh
a46aa82836 [INTEGRATE] Change 2415257 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/22 09:06:28
Stopped SFactoryMenuEntry using SAssetThumbnail directly

	UE-7184 - Show game c++ classes and engine c++ classes in the content browser

	It now just shows the class icon from the icon finder rather than construct the complex asset thumbnail widget - this prevents the class icon changes I'm making for the content browser from affecting the "Add New" context menu for assets.

[CL 2419538 by Ben Marsh in Main branch]
2015-01-26 19:04:57 -05:00
Jamie Dale
55c3728d11 Added support for showing game and engine classes in the Content Browser
UE-7184 - Show game c++ classes and engine c++ classes in the content browser

The Content Browser now has extra entries for "Game C++ Classes" and "Engine C++ Classes" (with "Game" and "Engine" being renamed to "Game Content" and "Engine Content" respectively). These new folders serve as hosts for the list of available C++ modules, with each module internally mirroring the folder structure on disk.

For example:
- Game C++ Classes
    - ShooterGame
        - Classes
            - Bots
                - ShooterBot
                - ShooterAIController
                - [...]
            - [...]

The Content Browser allows you to navigate and search these classes like you can with assets, and provides convenient access to either edit an existing class, or create a new class (either within a selected folder, or derived from a selected class).

As the Content Browser only shows you known UClass types, any new classes need to be compiled into a loaded module before they will appear. This means that adding a new class will now automatically hot-reload your target module. Should you prefer to handle building and loading your modules manually, you can disable the automatic hot-reload via "Editor Settings" -> "Miscellaneous" -> "Hot Reload" -> "Automatically Hot Reload New Classes" (see UEditorUserSettings::bAutomaticallyHotReloadNewClasses).

[CL 2409386 by Jamie Dale in Main branch]
2015-01-16 15:39:47 -05:00