Commit Graph

31 Commits

Author SHA1 Message Date
Jamie Dale
5e776a8003 Converted the placement browser to use a TTextFilter
[CL 2582953 by Jamie Dale in Main branch]
2015-06-10 13:20:13 -04:00
Matt Kuhlenschmidt
09389c7af1 Removed experiemental IWCE setting since it isnt experimental
[CL 2475197 by Matt Kuhlenschmidt in Main branch]
2015-03-11 11:22:26 -04:00
Matthew Griffin
3f3601bae6 [INTEGRATE] Change 2436836 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_remote_releases on 2015/02/07 14:06:42
Fix empty actor types and basic shapes not appearing in the placement browser all classes menu or in search

[CL 2446932 by Matthew Griffin in Main branch]
2015-02-16 08:29:42 -05:00
Matthew Griffin
b9bbea8005 [INTEGRATE] Change 2429878 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/02/03 09:38:44
Fixed issue with static meshes not applying materials correctly when dropped.

[CL 2437775 by Matthew Griffin in Main branch]
2015-02-09 06:22:48 -05:00
Matthew Griffin
0a7eb4b6a0 [INTEGRATE] Change 2427078 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/01/31 12:24:27
Updated asset icons for basic shapes

[CL 2435293 by Matthew Griffin in Main branch]
2015-02-06 09:06:21 -05:00
Ben Marsh
244c5f947f [INTEGRATE] Change 2423160 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/01/28 21:01:24
Added ability to spawn  basic shapes from the placement browser or component dropdown

[CL 2425923 by Ben Marsh in Main branch]
2015-01-30 11:29:24 -05:00
Ben Marsh
bcf50ebacc [INTEGRATE] Change 2416912 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/23 11:17:07
Added the ability for asset type actions to provide an extra overlay layer for their asset thumbnails

	UE-7970 - Add small 'play' button to EditorTutorial asset thumbnail

	Also cleaned up FAssetThumbnail::MakeThumbnailWidget so that it took a config struct (FAssetThumbnailConfig) rather than 7 or 8 defaulted parameters.

[CL 2419655 by Ben Marsh in Main branch]
2015-01-26 19:57:37 -05:00
Ben Marsh
f3fdceb53e [INTEGRATE] Change 2415268 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/22 09:10:34
Improvements to the way thumbnails are shown in the Content Browser

	UE-7184 - Show game c++ classes and engine c++ classes in the content browser

	C++ classes and Blueprints now both show you either a live-thumbnail (for asset types), or a class thumbnail for their class type. If showing a live-thumbnail, they also show a mini class icon at the bottom right of the thumbnail.

	This iconography change has been applied to all asset types, and they now show you their asset type icon on the colored overlay, rather than show you the asset type text. They will still fallback to using the asset type text if there is no icon available for the asset type.

[CL 2419540 by Ben Marsh in Main branch]
2015-01-26 19:05:27 -05:00
Matt Kuhlenschmidt
2b39fa6bf5 Added the ability to create blank characters and pawns
[CL 2404775 by Matt Kuhlenschmidt in Main branch]
2015-01-13 11:35:58 -05:00
Matt Kuhlenschmidt
cf7ffd818b Added a method to add a blank actor from the placement browser
Integrated MarcA's changes to display and edit per actor instance components.

Must set bInWorldBPEditing to true in experimental settings to enable.

#codereview dan.hertzka

[CL 2398903 by Matt Kuhlenschmidt in Main branch]
2015-01-06 13:49:19 -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
Nick Darnell
90e793745c Slate - ESlateCheckBoxState has been renamed to ECheckBoxState.
[CL 2384008 by Nick Darnell in Main branch]
2014-12-10 14:24:09 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Saul Abreu
2fedb67217 The search box in the placement mode tools panel now filters classes by their localized name as well as their original name in English.
[CL 2375098 by Saul Abreu in Main branch]
2014-12-03 14:37:34 -05:00
Richard TalbotWatkin
4813c4d07f Prevented BP-derived volumes from being populated in the volumes list in placement mode.
#jira UE-1297 - Blueprintable Volumes - UI crash

#change Prevented BP-derived volumes from being populated in the Volumes list in placement mode, and from being included by UUnrealEdEngine::GetSortedVolumeClasses as plenty of code expects this to be a static list.

[CL 2374534 by Richard TalbotWatkin in Main branch]
2014-12-03 02:56:53 -05:00
Matt Kuhlenschmidt
d647c8f5ed Fix cases of constant FName recreation in the editor which is affecting performance
[CL 2363352 by Matt Kuhlenschmidt in Main branch]
2014-11-18 09:57:20 -05:00
Mikolaj Sieluzycki
d43e69c4b9 Prepare cpp files for header cleanup.
#codereview Robert.Manuszewski

[CL 2356854 by Mikolaj Sieluzycki in Main branch]
2014-11-12 04:43:54 -05:00
Chris Gagnon
0e6d657c3d Refactor to unify keyboard and controller input and focus.
Native controller navigation support.

[CL 2345039 by Chris Gagnon in Main branch]
2014-10-30 12:29:36 -04:00
Wes Hunt
31e2bb00ac Removed a bunch of stuff from Slate standard include, created SlateBasics.h
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN

[CL 2329610 by Wes Hunt in Main branch]
2014-10-14 22:50:06 -04:00
Matt Kuhlenschmidt
0d7579ea6f Renamed geometry back to BSP
[CL 2303512 by Matt Kuhlenschmidt in Main branch]
2014-09-18 22:20:43 -04:00
Andrew Rodham
058e21069d Asset labels in the content browser can now fill beyond the width of the thumbnails.
The font has also been reduced in size to reduce the amount of wrapping on asset labels at small sizes.

Also polished the asset borders and shadows.

This addresses TTP 345457 and 345452.

[CL 2297910 by Andrew Rodham in Main branch]
2014-09-15 05:59:46 -04:00
James Golding
ed5ea072bc Put doc link widget on Place mode entries
#codereview matt.kuhlenschmidt

[CL 2289144 by James Golding in Main branch]
2014-09-08 05:29:36 -04:00
bruce nesbit
d60a5de509 Converted widget .Tag instances for tutorials to use MetaData
[CL 2286138 by bruce nesbit in Main branch]
2014-09-05 07:39:52 -04:00
Thomas Sarkanen
a27980dcf0 Tutorials 2.0 - Initial version
NOTE: Old tutorials not deprecated (yet), but widget highlights in old tutorials will stop working with this change!

Added new Blueprintable UEditorTutorial object.
Added suite of widgets and details customizations to display tutorials.
New system is available on command line switch -NewTutorials.

Slate changes:
Tag names are now stored in SWidgets, rather than simply being discarded.
Removed STutorialWrapper in favour of using Tags.
Added Tags to more multibox widgets, so virtually all can now be picked.
Added SWindow::HasOverlay so we dont attempt to add overlays to widows that cannot have them.

[CL 2244216 by Thomas Sarkanen in Main branch]
2014-08-05 09:04:35 -04:00
Marc Audy
494f22bb33 Add the ability to link to object class documentation throughout the UI
[CL 2226010 by Marc Audy in Main branch]
2014-07-21 17:31:27 -04:00