Commit Graph

1281 Commits

Author SHA1 Message Date
sebastian kowalczyk cab916949c We can have nest multiple levels of collapsible status information in LogVisualizer.
[CL 2392705 by sebastian kowalczyk in Main branch]
2014-12-18 12:12:43 -05:00
Ben Marsh 78735a771a Fix some 2014 copyright notices that have crept in.
[CL 2392643 by Ben Marsh in Main branch]
2014-12-18 11:47:29 -05:00
bruce nesbit 6f095f81dc Added asset/class field to manifest
Added display of asset/class info used to Add Content dialog
Fixed several cut/pasted comments regarding UMG styles that referred to shooter game

[CL 2392502 by bruce nesbit in Main branch]
2014-12-18 10:27:15 -05:00
sebastian kowalczyk 66816b0ffb Bunch of fixes for LogVisualizer and added two new features to this tool:
- Filters can be presistent even between editor sessions (option for this in settings)
- Option to filter logs by owner class

[CL 2392383 by sebastian kowalczyk in Main branch]
2014-12-18 08:37:06 -05:00
Dan Oconnor 1ea7d25e62 Diff and merge tool improvements, introduced tree view to display changes, removed the list view that used to display changes made in the blueprint's various graphs
[CL 2391959 by Dan Oconnor in Main branch]
2014-12-17 19:27:27 -05:00
Dan Hertzka c042ddcb94 ---- Merging with SlateDev branch ----
Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI.

While asleep, Slate will skip the Tick & Paint pass for that frame entirely.
- There are TWO ways to "wake" Slate and cause a Tick/Paint pass:
    1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active.
        - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick.
    2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked.

- The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action.
    - Examples include animation, async operations that update periodically, progress updates, loading bars, etc.

- An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before.

- An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick()
    - There are THREE ways to unregister an active tick:
        1. Return EActiveTickReturnType::StopTicking from the active tick function
        2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick()
        3. Destroy the widget responsible for the active tick

- Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar
- There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed.
    - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f)

- The FCurveSequence API has been updated to work with the active tick system
    - Playing a curve sequence now requires that you pass the widget being animated by the sequence
    - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete
    - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end.

[CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
Michael Noland 91d2f31c48 Rendering: Add support for padding textures out to a power of 2 and/or replacing a specified color with transparent black (simple compress-time chroma keying)
#codereview martin.mittring

[CL 2391531 by Michael Noland in Main branch]
2014-12-17 14:47:40 -05:00
Nicholas Davies 8d3729ee97 #FriendsAndChat - Merge from Fortnite Dev
[CL 2391367 by Nicholas Davies in Main branch]
2014-12-17 12:42:40 -05:00
Mike Fricker 720e2859c1 Fixed hot reload not actually reloading game modules in some cases
- When hot reload was invoked from the IDE, the editor would not reload all of the game modules if there was more than one module had the game name as part of the module name
- For example after compiling "VehicleGame" and "VehicleGameLoadingScreen", only "VehicleGameLoadingScreen" would be reloaded in the editor
#codereview Robert.Manuszewski

[CL 2391306 by Mike Fricker in Main branch]
2014-12-17 11:52:39 -05:00
Chris Wood 70aa49fc9c Integrate - UE4-Fortnite => UE4
CL 2381661 -  Fortnite Chat/Friends: Added minimum size and 'Add Friends' message to empty friends list panel.
CL 2388456 - Fortnite/Portal: FriendsAndChat - UI updates to match mockups. Online status button style changed. Added friend action dropdown button and inline actions to friend items. Various additional style tweaks. Adjusted portal friends window and style to work with these changes too.
CL 2388970 - Fix Mac/Linux builds of Fortnite editor

[CL 2391256 by Chris Wood in Main branch]
2014-12-17 11:22:54 -05:00
Josh Adams c522506e1a SlateViewer compiling for iOS (not running yet); had to make some ICU.Build.cs changes for Programs
#codereview saul.abreu,justin.sargent

[CL 2391153 by Josh Adams in Main branch]
2014-12-17 10:25:23 -05:00
Michael Schoell 5c7498d6a3 Pass on editor to correct cases of referencing singular "Blueprint" to be "Class Blueprint" when refering to Class Blueprints.
Changed: Content Browser, Class Viewer, and workflow when generating a Class Blueprint from a selection of actors.

#jira UE-6294 - UI pass in the editor to make sure "Class Blueprint" terminology is used appropriately

[CL 2391117 by Michael Schoell in Main branch]
2014-12-17 10:05:52 -05:00
Josh Adams 946168cd4f Quick fix for packing 2 halves into a uint (better fix will be handling all packing modes)
#codereview rolando.caloca

[CL 2391116 by Josh Adams in Main branch]
2014-12-17 10:05:37 -05:00
Richard TalbotWatkin ada57983a2 Fixed issue with output log sometimes not auto-scrolling to bottom.
#jira UE-6669 - Editor: Output Log window sometimes doesn't auto-scroll-to-bottom

[CL 2390839 by Richard TalbotWatkin in Main branch]
2014-12-17 02:15:54 -05:00
Richard TalbotWatkin 7510a0ba0f Improved splash screen and initialization process.
[CL 2390837 by Richard TalbotWatkin in Main branch]
2014-12-17 02:15:23 -05:00
Daniel Wright 57721a6245 Distance Field Global Illumination first working version
* Requires a Movable Skylight + 'r.DistanceFieldGI 1' + 'r.GenerateMeshDistanceFields' project setting enabled
* Provides a single bounce of Diffuse GI with bounce distance limited by OcclusionMaxDistance (default 6m)
* Virtual Point Lights are placed from the directional light by ray tracing the scene's distance fields, normal comes from SDF gradient
* Currently only placing 128*128 VPLs up to 40m from camera
* VPLs light irradiance cache samples using hemispherical disk light model, indirect shadowing is provided by the same cone traces used for Distance Field AO
* Irradiance is computed only at irradiance cache points (max every 8 pixels) and interpolated to the rest of the pixels
* Hardcoded half grey material color for now, and poor performance due to brute force VPL lighting

[CL 2390645 by Daniel Wright in Main branch]
2014-12-16 20:00:22 -05:00
Nicholas Davies ced438579f #FriendsAndChat - Fix non-Unity build failure for the Launcher
#lockdown Zachary.EdgertonJones

[CL 2389979 by Nicholas Davies in Main branch]
2014-12-16 10:46:02 -05:00
Matthew Griffin 102bea4250 Moving WebBrowser and CEF3Utils to Runtime so that they can be used in games.
Also removed guards around browser code in SWebBrowser and made sure that path for sub process exe is correct if game exe is not in the same folder.

[CL 2389777 by Matthew Griffin in Main branch]
2014-12-16 06:41:01 -05:00
Stephan Delmer 61ee4e0d2b [AUTOMERGE]
Non-unity CIS fix #UE4

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2384128 by Mieszko.Zielinski on 2014/12/10 15:11:22.

[CL 2389306 by Stephan Delmer in Main branch]
2014-12-15 18:26:42 -05:00
Peter Knepley bca7dbad0e Fix assert when shutting down SWebBrowser
[CL 2389241 by Peter Knepley in Main branch]
2014-12-15 17:46:28 -05:00
Nicholas Davies 76bff792bd #FriendsAndChat - Merge from Fortnite Dev
[CL 2388904 by Nicholas Davies in Main branch]
2014-12-15 15:30:36 -05:00
John Abercrombie 4e9ac6444a Merging using UE4-Fortnite-To-UE4 @ CL 2382284
[CL 2388856 by John Abercrombie in Main branch]
2014-12-15 15:29:48 -05:00
Michael Trepka 98dc0aa5fe Removed conditional inclusion of most platform files in UBT project so the same project can be used in Visual Studio and Mono Develop/Xamarin Studio, removed _Mono UBT and UAT projects, updated automation scripts to be compatible with Mono 3.10
[CL 2388812 by Michael Trepka in Main branch]
2014-12-15 15:28:22 -05:00
Rolando Caloca c0db1bfb0e UE4 - hlslcc & Metal
- Metal - Fix for RWBuffer<uint> generating swizzle .x
- hlslcc - Support for RWStructuredBuffer

[CL 2388726 by Rolando Caloca in Main branch]
2014-12-15 12:21:10 -05:00
Michael Trepka f440388df3 Fixed Clang compilation (missing includes in GameplayDebugger.h)
[CL 2388473 by Michael Trepka in Main branch]
2014-12-15 09:10:26 -05:00