Commit Graph

38 Commits

Author SHA1 Message Date
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
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]
2015-04-20 10:12:55 -04:00
Gil Gribb
35cf42566a UE4 - merge GDC branch, code @2465640 to main
[CL 2468685 by Gil Gribb in Main branch]
2015-03-04 08:31:40 -05:00
Dmitriy Dyomin
1c3dc780a7 Added command to 'Levels browser' to move selected foliage instances to specific sub-level
UE-9430

[CL 2466066 by Dmitriy Dyomin in Main branch]
2015-03-02 03:39:59 -05:00
Richard TalbotWatkin
44e15875cd Added the ability to commit file deletions from the editor.
#jira UE-6304 - Source Control: Add the ability to commit file deletions from the editor
#reviewedby Thomas.Sarkanen

[CL 2446774 by Richard TalbotWatkin in Main branch]
2015-02-16 05:11:32 -05:00
Thomas Sarkanen
be75fe1eca Updated revision display to display strings rather than revision indices
API break: added new pure virtual ISourceControlProvider::UsesChangelists()
API break: added new pure virtual ISourceControlState::FindHistoryRevision(const FString&)
API break: added new pure virtual ISourceControlRevision::GetRevision()

Implementing a Git provider requires us to be able to display revisions that are not indices as Git revisions are hashes. This updates the relvant code to allow us to display these revisions correctly.

[CL 2411986 by Thomas Sarkanen in Main branch]
2015-01-20 05:48:14 -05:00
Dmitriy Dyomin
79cd15b908 World composition: Show both - observer and player markers in minimap
[CL 2392146 by Dmitriy Dyomin in Main branch]
2014-12-18 00:07:04 -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
Gil Gribb
89ad70df9d Merging development branch (CL 2365488) to //depot/UE4/... Engine only, mostly hierarchical foliage
[CL 2376199 by Gil Gribb in Main branch]
2014-12-04 12:41:25 -05:00
Mikolaj Sieluzycki
f0a67f1e2b Prepare cpp files for header cleanup.
#codereview Robert.Manuszewski

[CL 2356845 by Mikolaj Sieluzycki in Main branch]
2014-11-12 04:18:54 -05:00
Richard TalbotWatkin
25304e1d35 Fixed merge levels operation. Fixed bug in UEditorEngine::CopySelectedActorsToClipboard when performing a slow copy due to the copied actors not being correctly pasted into the buffer level, which was affecting both 'merge levels' and copying of multiple actors from different levels.
#jira UE-4791 - LIVE: Level Merging creates a new empty level and deletes only one of the two levels merged

[CL 2350215 by Richard TalbotWatkin in Main branch]
2014-11-05 13:11:18 -05:00
Bob Tellez
ae265d8e38 [AUTOMERGE]
#UE4 If you have actors from multiple levels selected, you can now move them to the selected level via the level browser. It will only move actors that are not already in the destination level.

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2270697 by Bob.Tellez on 2014/08/25 12:47:35.

[CL 2270698 by Bob Tellez in Main branch]
2014-08-25 12:51:25 -04:00
Bob Tellez
2a61ba9f76 [AUTOMERGE]
#UE4 Deprecated ULevelStreaming::PackageName in favor of the new WorldAsset TAssetPtr. This will allow editor tools to properly follow references from persistent levels to sublevels. All existing usage of PackageName has been replaced with GetWorldAssetPackageName() and SetWorldAssetByPackageName().

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2269772 by Bob.Tellez on 2014/08/24 16:49:38.

[CL 2269774 by Bob Tellez in Main branch]
2014-08-25 11:05:29 -04:00
Mikolaj Sieluzycki
3d54d25971 Header cleanup: Engine module, public headers.
[CL 2251268 by Mikolaj Sieluzycki in Main branch]
2014-08-11 07:14:41 -04:00
Andrew Brown
7b2eae8e3d Disallow moving matinee actors to another level if their matinee is open
#ttp 335669 - EDITOR: MATINEE: With matinee open if you move a matinee actor to the same or new level, it duplicates it

#branch UE4

[CL 2238128 by Andrew Brown in Main branch]
2014-07-31 06:08:14 -04:00
Dmitriy Dyomin
a5b6783ce2 Viewport actor menu command "Add/Remove level selection" works correcly with both old levels browser and a new one.
[CL 2229625 by Dmitriy Dyomin in Main branch]
2014-07-24 04:33:54 -04:00
Bob Tellez
cef4d646f7 [AUTOMERGE]
#UE4 Added support to drag and drop world assets on the level browser (specifically the level list in SWorldHierarchy) to add them as sublevels.

#codereview Dmitriy.Dyomin

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2222841 by Bob.Tellez on 2014/07/17 18:26:40.

[CL 2227532 by Bob Tellez in Main branch]
2014-07-22 16:48:56 -04:00
Andrew Brown
ef257f01be Disallow moving actors to another level if any actor is referenced by an open Matinee
#ttp 335669 - EDITOR: MATINEE: With matinee open if you move a matinee actor to the same or new level, it duplicates it

#branch UE4

#change Check to see if any of the selected actors are referenced in an open matinee, and ask the user if they want to close matinee to continue

reviewed by Thomas.Sarkanen

[CL 2225378 by Andrew Brown in Main branch]
2014-07-21 04:58:19 -04:00
Dmitriy Dyomin
c431419008 Fixed: A new blank map doesnÆt have a Persistent Level
TTP# 341247

[CL 2215758 by Dmitriy Dyomin in Main branch]
2014-07-14 23:07:15 -04:00
Dmitriy Dyomin
788653a3fd World Browser: Changed context menus to be more consistent between different views
[CL 2180113 by Dmitriy Dyomin in Main branch]
2014-07-09 06:11:08 -04:00
Dmitriy Dyomin
3925956d7b Moved "Remove Selected", "Change Streaming Method" comands to a "Levels" section of context menu
TTP# 340491

[CL 2136132 by Dmitriy Dyomin in Main branch]
2014-07-04 04:51:57 -04:00
Dmitriy Dyomin
1cd7ada43a More fixes to "Inspect Level" selection
[CL 2119100 by Dmitriy Dyomin in Main branch]
2014-06-27 02:44:34 -04:00
Dmitriy Dyomin
b1c65212b5 Fixed crash when switching levels selection using "Inspect level" combo box
TTP# 339980

[CL 2119068 by Dmitriy Dyomin in Main branch]
2014-06-27 02:14:26 -04:00
Dmitriy Dyomin
237774673c World Browser: Added rotation to a simulation view position indicator. Changed world bounds color from red to yellow
[CL 2114923 by Dmitriy Dyomin in Main branch]
2014-06-24 02:28:53 -04:00
Barnabas McManners
2e1ef42680 Level and world browsers Move Selected Actor To Level command is only enabled if the the selected actors arenÆt in the selected level.
#TTP 335685 - EDITOR: Level Browser: Allowed to click "move selected actor to level" on an actor that is already in the selected level

#branch UE4

#proj Editor.WorldBrowser
#proj Editor.Levels

#change Added a new method IsValidMoveActorsToLevel to both FLevelCollectionModel and FLevelCollectionViewModel, this is used to enable the Move Actor to level command for both cases. It scans the selected actors and checks their levels against the selected levels. If any actor is contained within any of the selected levels it disables the control. It also disables the control should there be no actors selected. If both of these cases pass it simply checks if the level is editable.

#reviewedby Chris.Wood

[CL 2113869 by Barnabas McManners in Main branch]
2014-06-23 06:42:01 -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