Commit Graph

23 Commits

Author SHA1 Message Date
Michael Noland
9e57fb9699 Mesh paint editor mode: Refactored texture override code to get closer to being able to override via the IMeshPaintGeometryAdapter
[CL 2520442 by Michael Noland in Main branch]
2015-04-21 20:28:46 -04:00
Dan Hertzka
dd4fdd7906 First-pass on in-world component selection
- Must enable experimental In-World Component Editing
- To select a component in the world, click on the component when the owning actor is already selected

[CL 2401364 by Dan Hertzka in Main branch]
2015-01-08 16:49:49 -05:00
Michael Noland
2a3b6e24e8 Paper2D: Improvements to texture selection for mesh paint, allowing adapters to override behavior
[CL 2397883 by Michael Noland in Main branch]
2015-01-05 16:36:11 -05:00
Michael Noland
e3d176bf5c Editor: Start pushing the mesh texture painting brush sphere intersection code into the geometry adapter (WIP)
[CL 2393485 by Michael Noland in Main branch]
2014-12-19 01:47:27 -05:00
Michael Noland
345b90f305 Editor: Make IMeshPaintGeometryAdapter::LineTraceComponent const
[CL 2393441 by Michael Noland in Main branch]
2014-12-19 00:12:28 -05:00
Michael Noland
b3e4535b46 Editor: Add adapter factory registration system for mesh painting and split the static mesh version out into separate files (WIP)
[CL 2393433 by Michael Noland in Main branch]
2014-12-18 23:37:29 -05:00
Michael Noland
24e8eb6049 Editor: Generalizing mesh paint to work with other component types: start of an adaptor interface for different components (WIP)
[CL 2393336 by Michael Noland in Main branch]
2014-12-18 20:52:36 -05:00
Michael Noland
9c3cc47fae Editor: Generalizing mesh paint to work with other component types (WIP)
[CL 2392049 by Michael Noland in Main branch]
2014-12-17 20:52:08 -05:00
Michael Noland
3808344e1e Editor: Slowly starting to generalize mesh paint to work with other component types (WIP)
[CL 2391875 by Michael Noland in Main branch]
2014-12-17 17:42:54 -05:00
Michael Noland
316468fff4 Editor: Remove a bunch of GEditor dependencies in mesh painting code
[CL 2391798 by Michael Noland in Main branch]
2014-12-17 17:12:54 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Mikolaj Sieluzycki
d43e69c4b9 Prepare cpp files for header cleanup.
#codereview Robert.Manuszewski

[CL 2356854 by Mikolaj Sieluzycki in Main branch]
2014-11-12 04:43:54 -05:00
Michael Noland
928559eaa0 Editor: Coding-standards fixes (TypeName [*|&] VariableName -> TypeName[*|&] VariableName)
[CL 2316341 by Michael Noland in Main branch]
2014-10-01 14:45:23 -04:00
Richard TalbotWatkin
d2422b72f5 Fixed alpha in erase color in Vertex Paint mode.
#ttp 334531 - Vertex Paint: Erase color defaults to full white (values = 1.0 RGB), which is the same as the paint color. Erase should be RGB 0
#branch UE4
#proj Editor.MeshPaint

[CL 2316035 by Richard TalbotWatkin in Main branch]
2014-10-01 11:34:18 -04:00
Graeme Thornton
bcde0d05c2 Mobile Preview
* More removal of GRHIFeatureLevel and GRHIShaderPlatform

[CL 2262530 by Graeme Thornton in Main branch]
2014-08-19 10:41:34 -04:00
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
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Max Preussner
3aece47882 Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.

Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks

[CL 2104067 by Max Preussner in Main branch]
2014-06-12 23:22:18 -04:00
Dmitry Rekman
1680bee101 More clang fixes.
Mostly initialization order issues, but also a missing virtual destructor.

[CL 2084972 by Dmitry Rekman in Main branch]
2014-05-29 17:00:14 -04:00
Richard TalbotWatkin
c1d099aaf2 Set default erase color in Mesh Paint mode to RGB 0,0,0.
#ttp 334531 - Vertex Paint: Erase color defaults to full white (values = 1.0 RGB), which is the same as the paint color. Erase should be RGB 0
#branch UE4
#proj Editor.MeshPaint
#change Changed the initialization of EraseColor in FMeshPaintSettings.
#reviewedby Chris.Wood

[CL 2067058 by Richard TalbotWatkin in Main branch]
2014-05-08 11:51:42 -04:00
Thomas Sarkanen
1d247c1a4f #summary Vertex painting now works with Blueprints.
#ttp 317471 	The vertex paint tool does not work with blueprints
#add 	Added vertex color instance data to allow vertex colors to survive Blueprint re-construction.
#change 	Updated mesh paint mode to work with static mesh components, rather than just static mesh actors.
reviewed by 	Andrew.Brown

[CL 2045121 by Thomas Sarkanen in Main branch]
2014-04-23 18:39:30 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00