Commit Graph

49 Commits

Author SHA1 Message Date
Marc Audy
64c64f75d2 Shadow variable fixes
[CL 2095896 by Marc Audy in Main branch]
2014-06-05 12:16:00 -04:00
Andrew Rodham
4d34da296a Added the concept of a primary asset editor to the asset toolkit manager
The property editor is not considered 'primary' for the purposes of spawning editors. This means that the property editor can be opened, for example, for a static mesh while the static mesh editor is open. Giving focus to both editors when the revlevant editor tries to repon now works correctly. Previously the static mesh editor would give focus to the property editor rather than open up a new mesh editor.

This addresses TTP#334576 - EDITOR: Content Browser: Right clicking on an asset and selecting 'details' will spawn a new details tab even if it is already opened

Reviewed by Tom Sarkanen, Matt Kuhlenschmidt

[CL 2095872 by Andrew Rodham in Main branch]
2014-06-05 12:14:59 -04:00
Gareth Martin
f25478865e Fixed "Flatten to Target" for landscapes with a non-zero Z coordinate.
Fixed the flatten preview grid getting stuck on. Added a checkbox to toggle the display of the grid on/off.

[CL 2095768 by Gareth Martin in Main branch]
2014-06-05 12:12:55 -04:00
Matt Kuhlenschmidt
35c8a25c6d Deprecated RegisterCustomPropertyLayout and fixed up use cases. Use RegisterCustomClassLayout instead
[CL 2094538 by Matt Kuhlenschmidt in Main branch]
2014-06-04 12:11:33 -04:00
Matt Kuhlenschmidt
c6b7931817 More fixup of deprecated IStructCustomization interface
[CL 2094423 by Matt Kuhlenschmidt in Main branch]
2014-06-04 10:46:20 -04:00
Matt Kuhlenschmidt
13939a90e9 Deprecated IStructCustomization and struct property customization registration. Use IPropertyTypeCustomization and RegisterPropertyTypeCustomization instead
[CL 2094389 by Matt Kuhlenschmidt in Main branch]
2014-06-04 10:16:14 -04:00
Mark Satterthwaite
49ca9a9384 Fix abiguous ? operator usage on OS X.
#codereview michael.trepka

[CL 2094252 by Mark Satterthwaite in Main branch]
2014-06-04 06:15:30 -04:00
Nick Darnell
7d2798b91e Making the property type customization work for UObjects.
[CL 2093782 by Nick Darnell in Main branch]
2014-06-03 18:27:29 -04:00
Matt Kuhlenschmidt
b9bf40b57e Added ability to customize any low level property type. This will replace the struct customization interface
[CL 2093710 by Matt Kuhlenschmidt in Main branch]
2014-06-03 17:37:23 -04:00
Matt Kuhlenschmidt
fb672d5990 Removed UAttributeProperty and all related changes
[CL 2091937 by Matt Kuhlenschmidt in Main branch]
2014-06-02 14:20:58 -04:00
Andrew Copland
2dafcead60 Check ParentCategory is valid before attempting to Pin() and call methods on it.
#ttp 336990 EDITOR: CRASH: Project crashing when placing bsp into level
reviewer Thomas.Sarkanen

[CL 2091777 by Andrew Copland in Main branch]
2014-06-02 14:19:10 -04:00
Maciej Mroz
26d3e2d68e PropertyEditor refactored. It's ready for StructureDefaultView.
#codereview Matt.Kuhlenschmidt

[CL 2088550 by Maciej Mroz in Main branch]
2014-05-29 17:45:44 -04:00
Maciej Mroz
aa2fc5a825 PropertyEditor refactored. SDetailView split.
#codereview Matt.Kuhlenschmidt

[CL 2088407 by Maciej Mroz in Main branch]
2014-05-29 17:43:55 -04:00
Jamie Dale
e42ea0a1fb CIS fix - Fixed Mac build error about creating a const FString
[CL 2088249 by Jamie Dale in Main branch]
2014-05-29 17:40:35 -04:00
Maciej Mroz
174a3d22ad PropertyEditor refactored
#codereview Matt.Kuhlenschmidt

[CL 2088207 by Maciej Mroz in Main branch]
2014-05-29 17:39:23 -04:00
Jamie Dale
3ea331525b UAT now uses the game INI files to add additional directories to cook and stage.
TTP# 335070 - Add GUI based way to specify additional non-asset files or paths to package

CookCommandlet now uses the project settings to work out which additional directories it should cook (this removes the need for the editor to pass this information to that UAT via the command line). I've left the COOKDIR option in the UAT/CookCommandlet as, while non of our projects seem to be using it, I'm not comfortable removing it in case any scripts are using it.

CopyBuildToStagingDirectory also uses these project settings to work out which additional directories it should stage when producing the staging manifest (these are split into UFS and non-UFS directories). This allows users to define additional directories in the editor (or directly in the settings file) which will always be staged regardless of how UAT is invoked.

All of these paths are specified in the settings file as relative to the project Content directory, and the editor will enforce this fact when using the directory picker.

Also mirrored the meta-data interface from UField on IPropertyHandle. This takes care of accessing the meta-data from the correct property, even when you're accessing an element inside an array (MattK approved!).

ReviewedBy Thomas.Sarkanen, Robert.Manuszewski, Max.Preussner

[CL 2088172 by Jamie Dale in Main branch]
2014-05-29 17:38:00 -04:00
Dmitry Rekman
b7826acacb Safe compiler warning fixes from PR 185.
This is a subset of changes (compiler warning fixes needed to compile Linux editor) from pull request 185 by sbc100, 3dluvr, wshearn, abarbu et al: https://github.com/EpicGames/UnrealEngine/pull/185
- Initialization order fixes
- Missing virtual destructors in classes with virtual funcs.
- Missing newlines at the end of file

#codereview Robert.Manuszewski

[CL 2085576 by Dmitry Rekman in Main branch]
2014-05-29 17:09:32 -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
Matt Kuhlenschmidt
be8f20192b Fix properties of structs not being considered when a property is checked for EditOnInstance/EditOnDefault visibility
[CL 2075611 by Matt Kuhlenschmidt in Main branch]
2014-05-16 11:32:46 -04:00
Andrew Brown
c3632979d2 Copy/pasting from a property matrix which doesn't have common pins no longer crashes
#ttp 334645 - Editor: Property Matrix: Crash when copying/pasting multiple cells when some properties are invalid for some actors

#branch UE4

#change Prevented crash by stopping trying to access data when the cell is unbound

#change PasteTextAtCell was ignoring the cells in the first row with no string value (L419), but allows those in other rows (L462). Since unbound cells return empty strings this was changed to always allow (plus, it looked like a copy/paste error from L415). The alternative to changing this is to implement something similar to CL#2066840 which returns a string, but then ignores it.

reviewed by Andrew.Rodham

[CL 2073956 by Andrew Brown in Main branch]
2014-05-15 04:24:10 -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
Michael Noland
1f34ce9e19 Core: Change FCoreDelegates::OnObjectPropertyChanged to take the property change event as an additional parameter
[CL 2066450 by Michael Noland in Main branch]
2014-05-07 22:17:44 -04:00
Matt Kuhlenschmidt
52f5446419 Added the ability to copy and paste location,rotation, and scale from a details panel.
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]
2014-05-02 15:00:21 -04:00