Commit Graph

31 Commits

Author SHA1 Message Date
Matt Kuhlenschmidt
354227ac28 Add back in option to toggle MikkTSpace tangent space generation for static meshes
[CL 2519373 by Matt Kuhlenschmidt in Main branch]
2015-04-21 11:52:55 -04:00
Richard TalbotWatkin
e4d8d2d765 Fixed out of range array access for LOD Group names if LOD group not found.
#jira UE-12853 - Crash after Deleting Static Mesh LOD Group from BaseEngine.ini

[CL 2517579 by Richard TalbotWatkin in Main branch]
2015-04-20 10:31:58 -04:00
James Golding
72fa7c6508 Use new VHACD library for generating auto convex collision (only enabled on windows until other platforms can test)
#codereview ori.cohen, ben.marsh, michael.trepka, mark.satterthwaite, dmitry.rekman

[CL 2495503 by James Golding in Main branch]
2015-03-30 07:26:43 -04:00
Daniel Wright
90ae7ae647 Integrate - MinLOD setting for static mesh assets and an override on components
* Not yet implemented for foliage

[CL 2466523 by Daniel Wright in Main branch]
2015-03-02 13:07:20 -05:00
Richard TalbotWatkin
0100630a35 Fixed issue where LODs were deleted when changing the LOD group in the static mesh editor.
#jira UE-9102 - Setting LOD Group for Foliage wipes previous LOD data

[CL 2440040 by Richard TalbotWatkin in Main branch]
2015-02-10 13:26:36 -05:00
Daniel Wright
2b81899c19 Added support for DistanceFieldReplacementMesh under BuildSettings
[CL 2417950 by Daniel Wright in Main branch]
2015-01-24 17:10:19 -05:00
Nick Penwarden
1000b3f415 Use MikkTSpace as the default method for computing tangent space on static meshes.
[CL 2384616 by Nick Penwarden in Main branch]
2014-12-10 18:43:54 -05:00
Nick Darnell
90e793745c Slate - ESlateCheckBoxState has been renamed to ECheckBoxState.
[CL 2384008 by Nick Darnell in Main branch]
2014-12-10 14:24:09 -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
Cody Haskell
36d460dd90 #UE4
- Fixing compile error

[CL 2373862 by Cody Haskell in Main branch]
2014-12-02 12:32:41 -05:00
Nick Penwarden
b4ce93c93d Support for using MikkTSpace to compute tangent bases for static meshes. Currently off by default, must be enabled with r.MikkTSpace=1 until tested on existing art content.
[CL 2373808 by Nick Penwarden in Main branch]
2014-12-02 11:42:29 -05:00
Jamie Dale
f440490671 Converted the property editor to use FText
The display name, filter string, and tooltips for the property editor (and associated detail customizations) are now stored as FText rather than FString. This allows us to remove SLATE_TEXT_ARGUMENT from the detail customization widgets.

[CL 2372595 by Jamie Dale in Main branch]
2014-12-01 11:19:41 -05:00
Brian Karis
d285b406f3 fixed bug with bad src channel for auto lightmap UVs
[CL 2358654 by Brian Karis in Main branch]
2014-11-13 13:19:52 -05:00
Wes Hunt
31e2bb00ac Removed a bunch of stuff from Slate standard include, created SlateBasics.h
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN

[CL 2329610 by Wes Hunt in Main branch]
2014-10-14 22:50:06 -04:00
Benn Gallagher
bcb59661de Fix to LOD screen sizes not working at small values, and delta shifting into negative values.
[CL 2300940 by Benn Gallagher in Main branch]
2014-09-17 09:45:51 -04:00
Brian Karis
9d26f950d0 Tore out D3DX generate UVs and the mesh editor tab for it.
[CL 2285473 by Brian Karis in Main branch]
2014-09-04 19:57:12 -04:00
Brian Karis
108371e776 Generate lightmap UVs on mesh import.
Moved layout UVs to static mesh build process.

[CL 2285439 by Brian Karis in Main branch]
2014-09-04 19:22:07 -04:00
Daniel Wright
f5238f04e1 Distance Field AO improvements
* Distance field building is now asynchronous and stored in the DDC separately from static mesh data.
* Added OcclusionMaxDistance and Contrast properties to Movable sky light
* Using the GBuffer normal instead of the generated distance field normal, fixes artifacts on two-sided materials and between modular pieces.  Also saves about .7ms / 4.5ms
* Points in the distance field are only considered 'inside' the mesh if > 50% of all rays traced hit a backface.  Most meshes can have a valid distance field generated with this heuristic.  Meshes without a distance field representation can receive occlusion.
* Fortnite two-sided foliage with world position offset animation works fine now
* Using the resulting bent normal for diffuse lighting, improves consistency in occluded corners
* Resulting bent normal is also used to occlude skylight specular using an approximate cone-cone intersection, prevents leaking where SSR is not available
* Fixed stationary skylights not getting lightmap mixing
* Reflection captures now work with the movable skylight, which adds its diffuse contribution to IndirectIrradiance so their lightmap mixing works
* Added new show flag to visualize mesh distance fields, which ray traces through the distance fields and gives a sense of their shape

[CL 2276435 by Daniel Wright in Main branch]
2014-08-28 13:54:31 -04:00
Andrew Brown
9678ba5a26 More modified analytics to include .Usage in the name
[CL 2244095 by Andrew Brown in Main branch]
2014-08-05 05:38:43 -04:00
Andrew Brown
3cb097972c Modified analytics to include .Usage in the name
[CL 2239630 by Andrew Brown in Main branch]
2014-08-01 05:31:22 -04:00
Andrew Brown
bf0f2fffdd Added analytics reporting to the static mesh editor
#ttp 340613 - FIXIF: EDITOR:ANALYTICS: Static Mesh Editor Instrumentation Pass

#branch UE4

#added Added analytics for various static mesh editor usage, making sure not to spam events when spinboxes are used and only report when the value actually changes.

#added Added analytics whenever an asset is reimported (if via an editor, the editor will then report that it was it that did the reimporting)

reviewed by Thomas.Sarkanen

[CL 2229618 by Andrew Brown in Main branch]
2014-07-24 04:28:41 -04:00
Andrew Brown
1c7d3a69c6 Modifying the existing static mesh import options enables a button which allows the user to reimport
#ttp 340526 - Static mesh editor: changing the static meshes normals setting from "import normals" to "compute normals" doesn't change the mesh until the user reimports the asset

#branch UE4

#add Added button to reimport based on the current import options (no button will appear if there are no options to modify)

#change Modified import options so they get marked as dirty until they are reimported (button will be unclickable unless they are)

reviewed by Thomas.Sarkanen

[CL 2217535 by Andrew Brown in Main branch]
2014-07-15 05:54:01 -04:00
Daniel Wright
1464dcf2c3 Distance field AO using a surface cache
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.

[CL 2093556 by Daniel Wright in Main branch]
2014-06-03 15:53:13 -04:00
Andrew Copland
9fdaea0905 Set the UProperty for the Materials array so that the static lighting is not rebuilt.
#ttp 335786 Lighting: Assigning a Material in the Staticmesh editor unbuilds lighting on placed meshes
reviewer Thomas.Sarkanen

[CL 2093124 by Andrew Copland in Main branch]
2014-06-03 10:17:00 -04:00
Benn Gallagher
6bb51f5677 Made Static Meshes use ScreenSize instead of Distances for LOD level calculation
#ttp 319896 - Skeletalmesh/Staticmesh LOD refactoring: Part 1 (Refactor Static Meshes to use ScreenSize rather than distance)
#branch UE4
#change Removed LOD Distances and added ScreenSize for Static Meshes

[CL 2065408 by Benn Gallagher in Main branch]
2014-05-07 05:33:26 -04:00