-Sub-movie scenes and shots can now be properly deleted
-Sub-movie scenes now properly update their spawnables when they are created/deleted
-Movie scene instances now have a chance to clean up their inner movie scene data when they are removed
-Movie scene shot tracks now properly evaluate any inner tracks they have
-Movie scene sections are now evaluated at t=0 instead of being skipped due to TRange not working if both start and end time are zero
[CL 2605023 by Matt Kuhlenschmidt in Main branch]
- Creating a new shot will now create a new sub-movie scene with a shot name and number
- Refactored shot playback in the editor so that it properly sends the correct data to the level viewport being previewed
- Shot tracks are no longer considered a master track. Each movie scene has a dedicated shot track that is created if needed. Only the root movie scene shot track is updated at runtime however
[CL 2604023 by Matt Kuhlenschmidt in Main branch]
This arranges all emitters in an SDetailView with some customization.
Primary benefit of this is that hooking things into the UI will require almost no work and elements can still be customized for a good UX.
Previous UI is still available and should work exactly as before.
Quite a bit of refactoring was needed to acheive this but much of it was needed for other things anyway and/or has some nice additonal benefits.
E.g.
- All constant types are supported easily.
- You can now create a default data object in the graph which will propagate through to the effect editor.
- Adding new data object types will be very easy.
Also added a delete and duplicate button for emitters in both UIs.
#codereview olaf.piesche
[CL 2590057 by Simon Tovey in Main branch]
- Pins now auto wire to new nodes created when draging from a pin.
- Better error reporting and ability to fail compilation. Still WIP.
- Added new pin context menu for breaking existing links.
- Better Undo/Redo behavior.
- Title of input nodes is now "Input" rather than the attirubte/constant they retrieived.
#codereview Olaf.Piesche
[CL 2552433 by Simon Tovey in Main branch]
- much improved noise, should be more or less divergence free now
- sin/cos/tan now have a full period within [0:1]
- added a Divide node
[CL 2551525 by Olaf Piesche in Main branch]
- Fixing two potential crashes on compiling scripts and changing materials of effects that exist in the world
- Disabling rendering (not just ticking) of disabled emitters
[CL 2545514 by Olaf Piesche in Main branch]
- Refactored NiagaraSimulation.cpp a little and removed the requirement for Spawn and Update graphs to have the same attributes.
- Changed colour of attribtues to Green so that function calls could be Blue. Changed Systems Constant nodes to be White.
- Fixed a bug with the Lerp operation.
#codereview Olaf.Piesche
[CL 2506851 by Simon Tovey in Main branch]
Fix very slow compile times in Slate widgets (~75% faster compile times in Development Win64)
- Important: BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION only works at global scope on MSVC, not within classes (it silently does nothing)
#codereview nick.atamas
[CL 2425715 by Ben Marsh in Main branch]
Fixed up the details panel name area to be aware of in world component editing.
Fixed up usage of the details panel name area to use new enum based usage flag for name areas
[CL 2419254 by Ben Marsh in Main branch]
Input - General input node that replaces the GetAttribute and GetConstant node. The input node can do both depending on the scripts usage. The input will also be used to connect up scripts being used as functions.
Output - Replaces NiagaraNodeOutputUpdate. Allows any number of outputs with user set names and types. Also used to connect up outputs of scripts used as functions.
Moved all constants and attributes to use a Type,Name pair as an ID rather than jsut an FName. This is required for full support of attributes and constant of any type. Still some work to be done for full support of this.
A few minor unrelated fixes.
#codereview Olaf.Piesche
[CL 2406324 by Simon Tovey in Main branch]