- Improved clustering by using sphere
- Fixed progress window to work during build process
- Optimized for a big map
- Disabled for build all since it is exceptionally slow, it might be painful to add there
- Fixed Merge Actor to work with material flattening
[CL 2521241 by Lina Halper in Main branch]
- Interpolates between colors in HSV space, taking the shortest route between hues. Also interpolates alpha.
- In C++: FLinearColor::LerpUsingHSV()
- New Blueprint function: "Lerp Using HSV (Linear Color)"
#codereview nick.atamas
[CL 2519129 by Mike Fricker in Main branch]
Users can now choose a set of relevant units to display applicable properties in.
Setting a single unit for a given type will result in only that unit ever being used. When multiple exist, the most appropriate unit will be shown when a property editor is opened, and will remain in this unit until something else is selected.
[CL 2519064 by Andrew Rodham 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]
- The entire editor can now be compiled using Clang on Windows. It also runs (as long as you use the MSVC linker.)
- Use UEBuildWindows.bCompileWithClang=true to help test Clang support
- Most UE4 programs can now be compiled using Clang on Windows, and linked using the Clang linker on Windows
- Many C++ syntax fixes to resolve Clang errors and warnings when on Windows
- Clang on Windows now supports PCH files properly (but not "shared" PCHs, yet.)
- Hacked the DirectX XAudio2 headers slightly to work around a macro pasting bug in Clang
[CL 2494439 by Mike Fricker in Main branch]
These are mostly fixes to redundant comparisons and initialization code, but there's also a fix for serious looking scope issue in FontCache.cpp
[CL 2483865 by Dan Oconnor in Main branch]
#jira UE-6856 - GitHub 701 : Custom boundaries for the spline mesh along the forward axis
#github Pull request #701
#change Fixed USplineComponent::CalcBounds which was not correctly calculating the bounding box. Now CalcBounds and CalcSliceTransform also take into account the Min/Max boundary value.
#reviewedby James.Golding
[CL 2480280 by Richard TalbotWatkin in Main branch]
Much of this is integrated from Mike.Rayner's changes in /Partners/Microsoft/UE4-MS/
XBoxOne results (from Mike):
FRotator::Quaternion 3479ns ==> 337ns
FRotator::Vector 7860ns ==> 1637ns
FRotationMatrix::FRotationMatrix 4227ns ==> 540ns
FQuat::Rotator 5101ns ==> 2160ns
Optimizations for FQuat::RotateVector and FQuat::RotateVector as well.
Optimized AActor::GetActor<Forward|Up|Right>Vector
Includes UnitTests.
[CL 2404344 by Zak Middleton in Main branch]
Added ability to adaptively change display units to a more appropriate range on numerical property editors. This behaviour can be disabled with a AllowUnitRangeAdaption=False meta tag.
Spin boxes now accept a numeric type interface which allows customization of numeric handling.
[CL 2398620 by Andrew Rodham in Main branch]
Higher quality than Surface but more expensive (loops through point lights with some basic culling, only inverse square, expensive, no shadow support yet)
Requires 'r.ForwardLighting' to be 1
[CL 2388708 by Martin Mittring in Main branch]