#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]
+ Add the FSequencerSelection class and move all selection functionality there.
+ Add the concept of an active selection which is used to determine what to delete when the user hits the delete key.
[CL 2524575 by Frank Fella in Main branch]
- Tools multibox laid out vertically to keep spacing constant and match the style of the Placement Mode UI
- Formatting matches details panel
- Added thumbnail view in addition to the tree
- Can activate/deactivate types via double-click
- Can collapse the details area
- Selection modes have buttons for selection on ALL instances
- Tooltips for filters are mode-specific
- Activation toggle applies to all selected types when checked/unchecked
#codereview Jack.Porter, Dmitriy.Dyomin
[CL 2521566 by Dan Hertzka in Main branch]
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]
UETOOL-281 - Improve data table workflows
UETOOL-304 - Data table editor doesn't support undo/redo properly
Undo/redo is now supported when adding, removing, moving, or renaming rows, as well as changing the properties of any given data table row.
This also adds highlighting when filtering the data table view, and slightly adjusts the selected row color so it doesn't blend into the background, as well as ensuring the data table is emptied prior to loading (as undo/redo loads on top of an existing object).
[CL 2511605 by Jamie Dale in Main branch]
- Added "+Add Foliage Type" button to allow foliage type assets to be created directly
- Adjusted sizing of elements (font & spinboxes) to match details panel & save space
- Changed "ReapplyDensityAmount" to "DensityAdjustmentFactor" to more properly describe its function
- Foliage Type assets can be created in CB
- Overhauled foliage type details customizations to use metadata specifiers for hiding and reapplying
- Updated non-painting FoliageType details customization to display properties properly
[CL 2508803 by Dan Hertzka in Main branch]
UETOOL-281 - Improve data table workflows
This is needed as the changes that had been made to SSplitter have been moved to SHeaderRow instead, as they were too specific to go into the generic splitter.
This means that the data table editor now has two list views (one for the row names, one for everything else) which are kept in sync. We have two so that the row names can be anchored to the left of the screen when scrolling the other columns.
[CL 2508489 by Jamie Dale in Main branch]
Moved the "GoToDocumentation" command from MaterialEditorCommands up to GraphEditorCommands.
#jira UE-11783 - Right click on BP nodes should offer link to API docs for node.
[CL 2506859 by Michael Schoell in Main branch]
- Combined 2D Rotate / Translate widget
- 2D Layer Snap planes
- Some UI stuff to go with it
#codereview michael.noland
[CL 2500349 by Dinesh Kumar in Main branch]
Also added a default input unit that is used when no units are specified on a text input.
This addresses UE-11863 and UE-9313
[CL 2499638 by Andrew Rodham in Main branch]
Turn Table feature for Persona's Viewport.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2489620 by Laurent.Delayen on 2015/03/24 14:32:04.
#codereview lina.halper
[CL 2489737 by Laurent Delayen in Main branch]
- Added basic drag-drop outline indicators to the SCS tree
- Removed redundant definition of SlateEditorStyle::NormalTableRowStyle & added the basic drag-drop indicators to the normal style
#codereview Nick.Darnell
[CL 2484512 by Dan Hertzka 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]
#jira UE-1143 - LIVE: Include option to view Orthographic views from both angles Front Back Left Right Top Bottom
#reviewedby Matt.Kuhlenschmidt
[CL 2480276 by Richard TalbotWatkin in Main branch]
- Added SGlobalTabSwitchingDialog (summoned by either Control+Tab or Command+Tab by default)
- Split SGlobalOpenAssetDialog out into separate files
- Fixed an issue where Ctrl+P would not always be able to create a window (when there is no known global active window to determine preferred screen location from; now defaults to the monitor with the main frame if necessary)
#epicfriday [UE-1302] [UE-960]
[CL 2479515 by Michael Noland in Main branch]