Interpolate check boxes are now inline with their respective properties and don't occupy their own rows.
Uniform is still on its own row but is quite different in its behavior: instead of having 2 sets of properties for uniform vs. non-uniform scale where bUniform dictated which set was used, bUniform now toggles proportional scaling of StartScale and EndScale.
#jira none
#rb Semion.Piskarev
#preflight 6335c5d6f76de2d4d55defdc
[CL 22271181 by nickolas drake in ue5-main branch]
Before:
3548 unity files
Total CPU Time: 47343.578125 s
Total time in Parallel executor: 494.60 seconds
After:
3445 unity files
Total CPU Time: 46044.671875 s
Total time in Parallel executor: 468.51 seconds
#jira
#preflight 63336159b20e73a098b7f24f
[CL 22218213 by bryan sefcik in ue5-main branch]
Fix boundary revolve tool skipping last vertex on open boundaries
#jira UE-163374
#rb tyson.brochu
#preflight 632a5fdffc7f1efbdf70dd4a
[CL 22107236 by jimmy andrews in ue5-main branch]
Extent, radius, and step size can no longer be negative.
Start/end angle are UI limited to the range [-360, 360] but can accept any values. Very large values are useful to create spirals and it would feel a little bit arbitrary to just choose a hard range. Angle shift is clamped to [-180, 180] because values outside of that range are redundant.
Count, CountX, and CountY are clamped to a minimum of 1 with a UI max of 25. The behavior here is unchanged but several redundant UIMins were removed because ClampMin was also already set.
#jira UE-163642
#rb Semion.Piskarev
#preflight 6323592d63312bbbbb07738c
[CL 22039740 by nickolas drake in ue5-main branch]
The projection is done on per pattern item basis and will not project one pattern item onto another, meaning that projecting something like a vertical line of boxes down the Z axis will result in many overlapping boxes.
Projection offset can be used to fine tune the final distance between the result pattern and the components in the scene onto which the pattern is being projected, usually because the location of the pivot of the source mesh results in the projected pattern either floating above or intersecting the components after the projection.
#jira none
#rb Semion.Piskarev, David.Hill
#preflight 63234144c225e8be38fffb0e
[CL 22032022 by Nickolas Drake in ue5-main branch]
- create a new MeshTopologySelector base class. The existing GroupTopologySelector class now inherits from it, as does a new BoundarySelector class
- likewise, create a new MeshTopologySelectionMehchanic base class and have (existing) PolygonSelectionMechanic and (new) BoundarySelectionMechanic inherit from it
- the new Boundary classes use FMeshBoundary loops to define selectable loops rather than FGroupTopology
HoleFillTool:
- change to using BoundarySelectionMechanic instead of GroupTopologySelector
Misc:
- allow FMeshBoundaryLoops to fail untangling a loop with bowties but still continue processing other loops
#jira UE-144821
#rb jimmy.andrews
#preflight 63222176e93a80888cb7d3df
[CL 22013854 by tyson brochu in ue5-main branch]