TTP# 337136 - SETTINGS: Target Platform settings polish
TTP# 337652 - EDITOR: Limit Project supported Android icons down to 1
TTP# 337650 - EDITOR: There is only 1 icon for Apple for Project Supported Platforms
DesktopPlatform now contains a static array of FPlatformInfo. This can be used to query UE4 about its available platforms, even when they're not available as a target platform.
FPlatformInfo contains the information required by the editor (such as a localized display name and icon), as well as whether a platform is a variation ("flavor") of another, and if so, whether the flavor affects the build output (eg, Win32 or Win64), or the cook output (eg, Android_XYZ). This lets the editor build up nested menus for the "Package Project" and "Cook Project" options, rather than just showing everything as a flat list.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2095796 by Jamie Dale in Main branch]
TTP# 334923 - EDITOR: Perforce Integration (Move -> Delete + Add instead of Integrate)
New API: Added ISourceControlRevision::GetBranchSource.
Made sure the P4 and SVN providers perform integrates/copies so that history is maintained across file copies & moves.
Also fixed SCC icons not refreshing sometimes until source control operation has completed.
Added new branch icon.
Fixed date display in history.
This required some fairly nasty fixup to get it all working within the Editor copy code path, but the majority of the changes are in the source control providers.
reviewed by Andrew.Brown
[CL 2095604 by Thomas Sarkanen in Main branch]
#TTP 336845 - EDITOR: Tag Editor list is hard to read
#proj UE4.Editor
#change Moved Style out of FortUI and into SlateEditor so that the style can be used by all projects.
#reviewedby Leigh.Swift
[CL 2092896 by Antony Carter in Main branch]
TTP# 332489 - TOOLS FEATURE: Editor: Allow user to designate which platforms a project is designed for; warn user when deploying to platforms that will result in a bad time
There is now a "Target Platforms" tab in the project settings which allows you to choose which platforms your project will target. This information is stored inside the .uproject file.
If you try and launch, cook, or package for a project that isn't on the supported list, then you'll see a suppressible warning notifying you that the project may not run as expected. This is also conveyed to you via a warning icon next to platforms which aren't set as a target.
Additionally the target platform icons are shown in the tooltip on the "Open Project" dialog, as well as in the tab area of the level editor.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2088161 by Jamie Dale in Main branch]
This fixes TTP#335121 - EDITOR: Scene Outliner: Inactive selection color does not conform to appearence preferences
Reviewed by Andrew Brown, Matt Kuhlenschmidt
[CL 2080272 by Andrew Rodham in Main branch]
#ttp 335452 - Regression: EDITOR: Scene Outliner: Group actor icon missing and appears as a white square
#branch UE4
#proj Editor.EditorStyle
#change Corrected decal actor icon path.
#add Re-added Engine/Content/Editor/Slate/Icons/ActorIcons/GroupActor_16x.png.
#reviewedby Chris.Wood, Max.Preussner
[CL 2077717 by Richard TalbotWatkin in Main branch]
Milestone 4
-Added support for grouping devices based off MachineName, Platform, OSVersion, Model, GPU, CPU, RAM, or RenderMode.
-Added a graphical test result section to show relative times between instances.
[CL 2076099 by kevin hamilton in Main branch]
Splitted World Browser views into three independent windows, each window can be summoned from a hierarchy view or details view toolbar
World composition can now be toggled through WorldSettings - bEnableWorldComposition. Once enabled persistent level will be treated as a world root. No more '?worldcompistion' parameter workarounds. 'Open World' command was removed, as levels saved with world composition enabled can be open through 'Open Level' command.
Added bEnableWorldOriginRebasing parameter to WorldSettings, which contols whether world origin shifting should be used
[CL 2072584 by Dmitriy Dyomin in Main branch]
This is to highlight that they will need to be upgraded before they can be used in the current version of the engine. Currently there is no upgrade step, but this will be implemented shortly. This addresses some of TTP #333190 (Project Browser: Improved workflow for opening projects from earlier versions of the editor)
Reviewed by Ben Marsh
[CL 2066916 by Andrew Rodham in Main branch]
It appears that I had some issues with a combination of unshelving and perforce reconcile not giving me the most up-to-date version of some files which resulted in the black stroke being missed off a lot of class icon styles.
[CL 2064344 by Andrew Rodham in Main branch]
Cleaned up the ui for toggling absolute and relative scale. We no longer show a hyperlink and use a dropdown menu instead.
[CL 2062387 by Matt Kuhlenschmidt in Main branch]
FClassIconFinder can now find thumbnails for classes. Added many more asset type icons should they be required. Updated the AssetBackground and ThumbnailShadow images to make them a bit cleaner and smoother.
Reviewed by Tom Sarkanen, Matt Kuhlenschmidt
[CL 2061990 by Andrew Rodham in Main branch]
#ttp 327253 - ANIM: DEV: Create a nice workflow for editing animation overrides in derived anim blueprints
#branch UE4
[CL 2060901 by Benn Gallagher in Main branch]
#ttp 333477 - EDITOR ART REQUEST: "Release Stats" and "Built-in Stats" toolbar buttons in the material editor need UI / Art work.
#branch UE4
#change Added missing slate styles for buttons
reviewed by Thomas.Sarkanen
[CL 2057763 by Andrew Brown in Main branch]
Other Updates:
- The WidgetReflector is now in its own module as well. It will be converted to a plug-in later.
- The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed.
- Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed.
- Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.)
Upgrade Notes:
- The Slate Remote Server is currently disabled - will be re-enabled shortly!
- If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file.
- If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore'
- The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed
- IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget()
Troubleshooting:
- After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project
- If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore'
- If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine
[CL 2057118 by Max Preussner in Main branch]
TTP 333374 - Material editor ui bug: an icon tied to visualizing material stats seems to be missing with the small ui icons option enabled
Reviewed by Andrew Brown, Matt Kuhlenschmidt
[CL 2056253 by Andrew Rodham in Main branch]