Commit Graph

21 Commits

Author SHA1 Message Date
Matthew Griffin
dbd6fa3d29 Fixed reversed autogenerated materials
Changed last remaining instances I could find of material layout code that generated materials with flipped expression positions - SpeedTree, Fbx, dragging textures onto meshes and when placing rotate about axis nodes.

[CL 2095816 by Matthew Griffin in Main branch]
2014-06-05 12:14:10 -04:00
Brian Karis
c786202246 Renamed Material Lighting Model to Material Shading Model.
[CL 2089198 by Brian Karis in Main branch]
2014-05-30 07:55:38 -04:00
Mikolaj Sieluzycki
c11610c881 Remove Particle headers from Engine.h and include only where needed.
#codereview Robert.Manuszewski

[CL 2085445 by Mikolaj Sieluzycki in Main branch]
2014-05-29 17:02:05 -04:00
James Golding
507c402a4e Remove Material Expression headers from Engine.h and only include where needed
#codereview nick.penwarden

[CL 2082041 by James Golding in Main branch]
2014-05-22 11:33:54 -04:00
James Golding
a0cbafe73a First pass removing several headers from Engine.h
[CL 2080322 by James Golding in Main branch]
2014-05-21 10:00:58 -04:00
Nick Darnell
68a51214dc SLATE - TAttribute<FText> Tooltips are now settable post construct on SWidgets.
[CL 2068210 by Nick Darnell in Main branch]
2014-05-09 11:22:42 -04:00
Graeme Thornton
e1700afed8 First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.
#ttp 331829 - Mobile Preview in Editor
#proj Engine
#branch UE4

#summary First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.

#change Added GMaxRHIFeature level which contains the highest supported feature level on this machine
#change Added a cvar "r.FeatureLevelPreview" which, when set to 1, enables a feature level selection in the quick settings menu. Not wired up to anything at the minute
#change Added a feature level variable to FScene, which is currently initialized to whatever GRHIFeatureLevel is. Accessed with GetFeatureLevel()
#change Added a helper accessor GetFeatureLevel() to FSceneView which gets the feature level from the relevant scene. Purely to reduce the amount of typing needed to get to a feature level
#change Many changes across the renderer to try and read the current feature level from the view or scene. Not everything is done yet, but this is almost all of the "easy" stuff. As there is still just a global feature level in the engine, nothing should change.

[CL 2066905 by Graeme Thornton in Main branch]
2014-05-08 09:05:50 -04:00
Richard TalbotWatkin
adc520c0cd Added shortcut for component mask on Shift+C.
#ttp 332908 - Material editor: shortcut for component mask
#branch UE4
#proj Editor.MaterialEditor
#add Added new material editor action for CreateComponentMaskNode.
#add Created callback for creating a component mask node at the cursor.
#reviewedby Chris.Wood

[CL 2066775 by Richard TalbotWatkin in Main branch]
2014-05-08 05:29:54 -04:00
Max Preussner
b63129a60c Slate: Refactored core Slate implementation into SlateCore module in preparation for UMG.
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]
2014-04-26 15:07:24 -04:00
Simon Tovey
8693d7f362 Altered material editor stats to optionally use relase shaders and to display a "built-in" shader cost.
I've altered the preview material directly to compile with release shaders so that this incurs no overhead.
Refactored the empty material stuff to be neater and to report the base cost of the shader.
Reduced the shaders compiled for this empty stats material to the bare minimum. Typically 3-5, adding a near insignificat cost.

[CL 2054645 by Simon Tovey in Main branch]
2014-04-23 20:20:58 -04:00
Matthew Griffin
45e75b4430 #summary Permanently flip and space out coordinates of Material Expression nodes
#ttp 316874 - EDITOR: ME2: Space out the nodes in the new editor

#proj UE4.Engine

#change Added version number for permanent flip and added static function to material that can flip coords of materials and functions. Also scale the position of all expressions by roughly the size difference of the new nodes so that they are hopefully less tightly packed together.

[CL 2054296 by Matthew Griffin in Main branch]
2014-04-23 20:14:49 -04:00
Simon Tovey
7ce0d1eb57 Hiding the material dev overhead stats behind the r.ShowMaterialDevOverheadStats CVar. Off by default.
#codereview Nick.Penwarden

[CL 2053168 by Simon Tovey in Main branch]
2014-04-23 20:03:46 -04:00
Simon Tovey
82b5e63e4c Material overhead stats check/ensure fix.
Fixes the underlying issue with the material overhead stats.

Usage flags for the material were set from outside the material editor. I needed to update the overhead stats materials to match.

#codereview Nick.Penwarden, Bob.Tellez

[CL 2047768 by Simon Tovey in Main branch]
2014-04-23 19:10:05 -04:00
Michael Schoell
0a41fb741e #summary Can search for nodes in the palette menu in Blueprints with both the native name and the localized name.
#add Added UEdGraphNode::GetNodeNativeTitle to return a native title for a node.
#add Added UEdGraphNode::GetNodeSearchTitle to return the native and localized title for a node, together, for searching.
#add Can hold "alt" over a node (in the graph panel, or the palette) to see the native name of the node.

#ttp 331252 - Blueprints: Editor: L10N: Blueprints need to consistently show localized node names and when searching need to search both the localized name and the native name

#codereview justin.sargent

[CL 2044506 by Michael Schoell in Main branch]
2014-04-23 18:30:37 -04:00
Martin Wilson
eb67584f33 Fortnite nonunity fixes
[CL 2044496 by Martin Wilson in Main branch]
2014-04-23 18:30:12 -04:00
Matthew Griffin
5bc027a1a0 #ttp 315757 - EDITOR: ME2: Add Find results window similar to the Blueprint Editor
#proj UE4.Engine

#summary Added Find Results tab to Material Editor

#add Added SFindInMaterial class to search and display results from materials, similar to the Blueprint version but didn't seem like there was an obvious method of splitting it up into a base class that could be used by both. Made sure to use the search functions from Material Expressions as well to ensure that the results will be the same or better than they were previously.

#change Added new function to UMaterialExpression to get a one line description of it. Most of the time this is just all of the expressions captions combined into one line using spaces, though there were exceptions for constants, textures and function calls so that better information is shown in the results window. Also added a JumpToNode function to FMaterialEditor so that the find results can show the nodes when clicked on.

#extra This is only for searching the current material at present, adding support for searching all assets would be a lot more work as we would need to store meta data allowing materials to be searched before they are loaded.

[CL 2043640 by Matthew Griffin in Main branch]
2014-04-23 18:21:07 -04:00
Simon Tovey
657b0dc6ed Changed a check to an ensure as it seems to be firing occasionally.
[CL 2043214 by Simon Tovey in Main branch]
2014-04-23 18:15:40 -04:00
Justin Sargent
0bc686f251 Fixed up redundant FText .ToString() usage and some improper FText usage.
[CL 2042623 by Justin Sargent in Main branch]
2014-04-23 18:06:41 -04:00
Simon Tovey
fd834c5358 #ttp 331362 - CRASH: EDITOR: Occurs when attempting to open a material layer within the parented material of a material instance constant.
#branch UE4

#proj Engine

#summary Disabled overhead stats for expression preview material.

[CL 2040617 by Simon Tovey in Main branch]
2014-04-23 17:43:00 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00