Commit Graph

13 Commits

Author SHA1 Message Date
Gil Gribb
fa7226b8fe UE4 - merge first pass at parallel rendering to main
[CL 2095959 by Gil Gribb in Main branch]
2014-06-05 16:38:54 -04:00
Marc Audy
64c64f75d2 Shadow variable fixes
[CL 2095896 by Marc Audy in Main branch]
2014-06-05 12:16:00 -04:00
James Golding
9d302e8460 Remove more headers from Engine.h (StaticMeshResources.h, AnimTree.h, SkeletalMeshTypes.h, SkeletalMeshActor.h, LightingBuildOptions.h, PixelFormat.h, WorldComposition.h, VisualLog.h, StaticLighting.h, Lightmap.h, ShadowMap.h, Model.h)
[CL 2086772 by James Golding in Main branch]
2014-05-29 17:21:47 -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
Mikolaj Sieluzycki
45c031d576 #ttp 331438 UE4: PlatformMath refactor
#proj core
#branch UE4
#summary Rename Trunc, Round, Floor, Ceil to TruncToInt, RoundToInt, FloorToInt, CeilToInt. Added *ToFloat versions. Repeated for FGenericPlatformMath and all derived classes for all platforms wherever applicable. Corrected comment in Fractional and added Frac() which does HLSL-style fractional (x - floor(x)). Checked for compilation on all projects (with cooking levels wherever applicable). Didn't change Fractional to Frac, this will be done in second commit.
#codereview robert.manuszewski

[CL 2064306 by Mikolaj Sieluzycki in Main branch]
2014-05-06 06:26:25 -04:00
Barnabas McManners
bb422f0a55 Fixed crash when using mesh paint modes texture editor, caused by committing texture changes then changing map.
#TTP 332246 - CRITICAL: Regression: EDITOR: PAINT: TEXTURE: CRASH: Opening new level after commiting changes to a texture

#branch UE4

#proj Editor.MeshPaint

#Change Stopped the texture getting overridden again by the render target following the texture commit. This issue is caused because the committ button clears the override texture, but leaves the editor in such a state that upon exitting the mode the texture wont actually be cleared again unless the user has painted again. This would be fine but every tick the selected texture is set to override with the render texture. This means that when the mode exits the texture is still set in an override state with the render texture, the render texture is then cleaned up leaving the expression cache with a invalid texture pointer. During the new map load all render commands are flushed which involves rendering that mesh using said render target and this is what causes the crash.

#reviewedby Chris.Wood

[CL 2058858 by Barnabas McManners in Main branch]
2014-04-29 21:51:14 -04:00
Thomas Sarkanen
1d247c1a4f #summary Vertex painting now works with Blueprints.
#ttp 317471 	The vertex paint tool does not work with blueprints
#add 	Added vertex color instance data to allow vertex colors to survive Blueprint re-construction.
#change 	Updated mesh paint mode to work with static mesh components, rather than just static mesh actors.
reviewed by 	Andrew.Brown

[CL 2045121 by Thomas Sarkanen in Main branch]
2014-04-23 18:39:30 -04:00
Thomas Sarkanen
6fe05eafc2 #summary Disabled ctrl-select when using vertex paint.
#ttp 330992 	EDITOR: Need to be able to lock actor selection while vertex painting.
#detail 	Previous change allowed multi select if you didnt move on mouse up, this removes it completely when mesh painting (still availble via the scene outliner, of course).
reviewed by 	Andrew.Brown

[CL 2044925 by Thomas Sarkanen in Main branch]
2014-04-23 18:36:05 -04:00
Barnabas McManners
ad78e07053 #TTP 331057 - EDITOR: MESH PAINT MODE: Texture painting feature appears completely broken
#branch UE4

#proj Editor.MeshPaint
#proj Runtime.Engine

#summary Mesh paint editor now works as before.

#change Regressed most of the change from CL 2033028, however bNeedsTwoCopies is set to false by default.
#change MeshPaintEdMode now sets bNeedsTwoCopies on all render targets it makes uses of.

#reviewedby lee.clark

[CL 2043242 by Barnabas McManners in Main branch]
2014-04-23 18:16:02 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
TimSweeney
3a75fe0114 Engine source (Main branch up to CL 2027006) 2014-03-15 01:14:25 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00