Commit Graph

135 Commits

Author SHA1 Message Date
Matt Kuhlenschmidt
e5c04df58a Fix crash copy and pasting material function call nodes while live preview is disabled. We now properly update the node from the material function resource
https://jira.ol.epicgames.net/browse/UE-17746

[CL 2607678 by Matt Kuhlenschmidt in Main branch]
2015-07-01 12:55:20 -04:00
Simon Tovey
d76ace05e2 UE-17106 - Change the dynamic parameter default value back to 1.
Added DefaultValue property to DynamicParameter material node. This defaults to 1 for new materials but 0 for existing ones to maintain current behavior.
This default is used for all vertex factories other than those for particles. In particle vertex factories, the dynamic parameter is used, as before. Sometimes coming from vertex data, others coming from a default vertex buffer filled with 1.0.

Also, defaulted the DynamicParameter on the cascade side to 1.0 to improve workflow that side too.

#codereview Olaf.Piesche

[CL 2605332 by Simon Tovey in Main branch]
2015-06-30 05:54:23 -04:00
Daniel Wright
65435c5d3c Scalar material parameters can specify the slider min and max for the material instance editor
[CL 2601295 by Daniel Wright in Main branch]
2015-06-25 17:01:23 -04:00
Matt Kuhlenschmidt
97b4a85d1e Fix variable shadowing issues
[CL 2597194 by Matt Kuhlenschmidt in Main branch]
2015-06-23 11:31:37 -04:00
Matt Kuhlenschmidt
a8e464afda Fix mac compile errors
[CL 2596133 by Matt Kuhlenschmidt in Main branch]
2015-06-22 17:02:00 -04:00
Matt Kuhlenschmidt
b191daa248 Undo/Redo for switching material domains now properly updates the views in the material editor
[CL 2596064 by Matt Kuhlenschmidt in Main branch]
2015-06-22 16:10:43 -04:00
Matt Kuhlenschmidt
9f83927366 Added a UI material domain for all Slate and UMG materials
- Automatically upgraded all materials

When using the UI material domain the material editor and material instance editor is streamlined and only displays parts of the UI that are relevant:
- Changes to a preview material rendered with the UI shader
- Removes non-UI specific settings
- Renames some output pins and hides irrelevant ones
- Shows stats for UI shader

[CL 2596027 by Matt Kuhlenschmidt in Main branch]
2015-06-22 15:55:50 -04:00
Matt Kuhlenschmidt
6cda1e8193 Added error message if a material expression parameter name is too long.
Added the ability to display an error popup on the node if text verification fails.  The code existed for this but was non-functional

[CL 2583007 by Matt Kuhlenschmidt in Main branch]
2015-06-10 13:53:25 -04:00
Adric Worley
71e364d8cc Fixing missing loctext undef
[CL 2580184 by Adric Worley in Main branch]
2015-06-08 13:50:52 -04:00
Adric Worley
81410eb8b8 Material Editor promotion tests warn instead of fail if no settings are defined.
The tests fail instead of warn if settings are defined but assets cannot be loaded.
Clarified test failure logging.

[CL 2575785 by Adric Worley in Main branch]
2015-06-03 12:59:54 -04:00
Adric Worley
d8f31f2c67 Fix Material Promotion test never finishing if settings are blank (UEAUTO-484)
Current waterfall structure depends on step return value to determine whether to progress to the next test step.

[CL 2573012 by Adric Worley in Main branch]
2015-06-01 16:19:30 -04:00
Richard TalbotWatkin
3b33869a71 Fixed crash converting texture sample to parameter when MipValue is set to "Level" or "Bias".
#jira UE-16181 - UDN: Crash: Converting Texture Sample to Parameter when MipValue set to "Level" or "Bias"

[CL 2568380 by Richard TalbotWatkin in Main branch]
2015-05-28 09:07:21 -04:00
Jamie Dale
837ec025dd Added overrides for GetToolkitToolTipText where required
UE-16078 - Crash hovering over texture reference in material

A lot of asset editors were overriding GetToolkitName to implement custom logic (sometimes because the default logic would cause a crash), and these asset editors now also need to override GetToolkitToolTipText too.

[CL 2564832 by Jamie Dale in Main branch]
2015-05-26 09:14:55 -04:00
bradgrantham
c3e1660cdc PR #1168: Added hooks to Material Editor for plugin support (Contributed by bradgrantham)
[CL 2561139 by Matt Kuhlenschmidt in Main branch]
2015-05-21 14:20:41 -04:00
Matt Kuhlenschmidt
0fcf076ff3 Guard against crash drawing a material editor who has been destroyed before its viewport has been.
[CL 2561130 by Matt Kuhlenschmidt in Main branch]
2015-05-21 14:15:44 -04:00
Richard TalbotWatkin
3cb9d92e18 Backed out CL 2502504 and CL 2472018. This needs a different fix.
#jira UE-15101 - Re-importing a texture recompiles any open material that references it

[CL 2548945 by Richard TalbotWatkin in Main branch]
2015-05-13 10:34:08 -04:00
Adric Worley
3fdb623e05 Moved MaterialEditor promotion tests into that module.
Removed MinimalAPI from UMaterialGraph and exposed the whole class.

[CL 2545311 by Adric Worley in Main branch]
2015-05-11 09:01:34 -04:00
Michael Schoell
db9c8e2240 UProperty and UFunction metadata for Category can now be localized and have improved FText usage throughout the editor (Blueprints, Behavior Trees, Materials, etc).
Big conversion of FStrings and FNames to FText.

Version bump to move some MaterialFunction UProperty from a TArray<FString> to TArray<FText> (some Engine assets are older than being allowed to auto-convert the UProperty)

Auto conversion of FName to FText (and back) now supported (as well as TArrays of those types).

Searching categories by both the localized string and the source string is now supported in Blueprints.

#jira UE-14481 - We are missing ability to translate node categories

#codereview Justin.Sargent

[CL 2542875 by Michael Schoell in Main branch]
2015-05-08 10:46:42 -04:00
Richard TalbotWatkin
d42b467966 Fix so that material instance instances in placed meshes are not affected when a parent's parameter name is changed.
#jira UE-8392 - Renaming Parameters resets all Instances in Level and Thumbnails

[CL 2533697 by Richard TalbotWatkin in Main branch]
2015-05-01 11:01:10 -04:00
Dan Hertzka
dd74179c7a [UE-1518] - Simple hookup of new editor icons
[CL 2532543 by Dan Hertzka in Main branch]
2015-04-30 16:52:00 -04:00
Gil Gribb
e631ac5ea3 UE4 - support for dithered LOD transitions on static meshes (that don't move) -- also fixed parallel render thread updates for spline meshes
[CL 2524405 by Gil Gribb in Main branch]
2015-04-24 11:20:23 -04:00
Simon Tovey
44697e6756 Moved parameters back up to the top of the material instance UI to correct a mistake I made a while back.
#codereview Richard.TalbotWatkin

[CL 2518201 by Simon Tovey in Main branch]
2015-04-20 16:30:33 -04:00
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00
Rolando Caloca
27d7a0e070 UE4 - Fix ES3.1 emulation shader issues
#codereview Allan.Bentham

[CL 2514517 by Rolando Caloca in Main branch]
2015-04-16 13:02:21 -04:00
Michael Schoell
3f52b7d131 In "Region and Language" you can toggle localization of node and pins in all graph editors.
SNodeTitle no longer compares cached node titles to the title the node wants to be to determine a reconstruction, it checks if the schema wants to purge all cached node titles.

#jira UE-8371 - Change Editor language while leaving Blueprint Editor node & pin names in English

[CL 2508681 by Michael Schoell in Main branch]
2015-04-10 14:37:56 -04:00