- When saving, if source control is disabled, try write the file anyway.
- Remove the blank icons from the tabs, at least until we get proper icons.
[CL 2482858 by Joe Conley in Main branch]
- Can now start the translation picker from the main Window menu in the editor
- Disable "save" button for text that we can't find the manifest/archive data for
- Hover window now presents the information about an FText in a more readable format
- Fixed issue where the same FText info was not displayed twice in certain cases
[CL 2452676 by Joe Conley in Main branch]
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)
This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.
[CL 2401019 by Jamie Dale in Main branch]
- Translation picker mode that allows you to click on text in the Editor UI and translate it in place
- No longer loads history on startup, can press the "Get History" button in the History tab to retrieve history on demand
[CL 2363086 by Joe Conley in Main branch]
Slate now has the concept of composite fonts and font families (via FCompositeFont and FTypeface). A composite font is a font that contains a default font family, as well as any number of sub-font families which should be used for a given set of character ranges. This change will greatly improve the localization support for fonts.
UFont assets can now use two forms of caching "offline" (which is the way they have always worked historically), and "runtime" (which utilizes the Slate font cache to cache glyphs on demand). These runtime cached UFont assets are now the only way to specify which font to use for a UMG widget, and address the previous issues about ensuring that the required font files were staged for your game.
The Slate font cache now works on FFontData instances, rather than filenames. This allows the UFont asset to embed a blob of TTF or OTF font data inside it, rather than require the fonts be loaded from files on disk.
The Canvas text renderer has been updated to support runtime cached UFont assets. This gives our legacy Canvas based tools the same improved font localization support as the rest of the Slate-based editor UI.
UFont asset creation has been changed to use runtime caching by default, and additionally, you can now import a TTF or OTF file via the Content Browser and it will automatically create a UFont asset. If you still want an offline cached UFont asset, you can just change the cache type in the font editor, and the usual font picker dialog will appear and allow you to generate a font texture atlas.
[CL 2342203 by Jamie Dale in Main branch]
* 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]
- Window menu is now sectioned and labeled based on the current editor. There's now a local workspace root member in FTabManager and a workspace category in FAssetEditorToolkit (both are FWorkspaceItem objects). Individual editors attach their local category to the tab manager's local root. Workflow app modes have their own category members that are swapped out when the mode changes.
- Finally, the AssetEditorCategory of FWorkspaceMenuStructure has been removed entirely.
- Replaced the AddMenuSeparator() call in FTabManager::PopulateSpawnerMenu_Helper() with a section of the same title as the workspace category.
- Tab spawner menu entries for the local editor now properly show the icon of the associated tab. To accomplish this it was necessary to change FWorkflowTabFactory::TabIcon to be an FSlateIcon instead of an FSlateBrush*. All factory instances have been updated accordingly.
- Added & updated lots of icons! (those missing will be TTP'd)
- The nomad tab spawner section (named "General" in the menu) has been largely compressed into the Developer Tools submenu, which has also been organized into sections for readability.
- Unreal frontend options were also moved into a context menu within the General section
- Moved all experimental tools to their own section of the Window menu. When they're no longer experimental they should register as nomads in the appropriate category
- Undo history now under Edit menu
[CL 2324285 by Dan Hertzka in Main branch]
Changed SourcePath for the temp InternationalizationExport.ini to be ./Content/... instead of ../../../Engine/Content/...
[CL 2284412 by Joe Conley in Main branch]
Translation Editor:
- Added some NULL checks on UTranslationUnit objects
- Added setting for PortaleObjectName for export/import
Internationlization Export:
- Fixed handling of Filename
- Make sure the strings importing aren't marked as changed if they only contain whitespace
[CL 2060784 by Joe Conley in Main branch]
- Added "Import from .PO" option
- Displays a new tab after import showing you what changed
- Various other fixes related to importing / exporting
[CL 2048098 by Joe Conley in Main branch]
- Added InternationalizationExportSettings UObject to use to serialize to a file for the InternationalizationExportCommandlet
- Fixed "Export to .po" to only export the currently loaded project & language combination, to a file the user can now specify
[CL 2047342 by Joe Conley in Main branch]
- Fixed a bug where updating Context and History tables based on your selection wouldn't work properly if you arranged the tabs containing translation units (Untranslated, Needs Review etc) in separate tab wells or windows.
[CL 2046709 by Joe Conley in Main branch]
- Removed TranslationDataObject and converted TranslationUnit to a UObject instead of UStruct.
- Needed to do this to show the same TranslationUnit in multiple PropertyTables
[CL 2045861 by Joe Conley in Main branch]
- Export to PortableObject (.po) format button is now functional for Editor & Engine strings
- For now just uses settings in Engine\\Config\\Localization\\PortableObjectExport.ini, and exports both projects in ja, ko, zh
[CL 2043549 by Joe Conley in Main branch]
- Fixed some crashes that occured if certain tabs were closed.
- Fixed issue where connection to source control would fail in some cases, but warning popup would not display
- Fixed bug where Completed, Needs Review, and Untranslated tabs could not be re-opened if closed.
[CL 2040938 by Joe Conley in Main branch]