#TTP 337651 - FBX Import/Export bone names are not case sensitive
-Had been backed out to verify it wasn't causing a crash bug, issue was traced back to a corrupt asset so resubmitting
[CL 2096001 by Martin Wilson in Main branch]
TTP# 337667 - CRASH: EDITOR: Using Ctrl+RMB to move an actor while in Matinee
This prevents it overwriting the axis set by the FMouseDeltaTracker when performing a rotate, but still allows it to set its own axis when performing a normal drag.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2095997 by Jamie Dale in Main branch]
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]
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]
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]
Add BP API to SplineComponent for getting num points, moving existing points, finding location/tangent at a point
Add BP API to SplineMeshComponent for setting scale/roll/offset
Remove SplineMeshComponent.h from Engine.h
#codereview gareth.martin
[CL 2095787 by James Golding 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]
Perforce somehow missed this file yesterday.
TTP# 329784 - EDITOR: BSP: Unable to see the geometry Wireframe when scaling down BSP.
[CL 2095541 by Thomas Sarkanen in Main branch]
- also fixed const correctness on getters
- renamed localization for time spans to FText::AsTimespan (time spans are not times of day!)
- documentation improvements
#CodeReview: michael.schoell, justin.sargent
[CL 2095117 by Max Preussner in Main branch]
TTP#256433 - EDITOR: SOUND: Unable to change the compression quality for sound wave files.
Made sure that Sound resources are freed after compressed data is invalidated by a quality change. Also had to make sure that all playing sounds using the SoundWave were stopped so that realtime sounds don't attempt to keep reading from freed memory. Renamed StopSoundsForReimport to StopSoundsUsingResource to make it clear that it can be used for other purposes and added a warning in case this is used in game code and sounds stop unexpectedly.
[CL 2094259 by Matthew Griffin in Main branch]