UE-14641 - Fix PushMenu() to use QueryPopupMethod()
Pretty big refactor
Adds IMenu as way to identify menus. Replaces referring to menus as SWindows.
Lots of uses of PushMenu() fixed up to match new API
#codereview Nick.Atamas
[CL 2579277 by Chris Wood in Main branch]
New FActorRange, TActorRange and FSelectedActorRange.
Some example usage of the new range types.
FNetRelevantActorIterator removed, as it's not used.
FTickableLevelFilter removed.
Actor iterators' operator bool made explicit.
#codereview robert.manuszewski
[CL 2553370 by Steve Robb in Main branch]
On mac, window activation is not guaranteed syncronously when a window is created, thus any code that opened a window, then immediately opened some focus-sensitive operation, may fail.
I've fixed up three of the most common cases (SAssetView::ItemScrolledIntoView, STextEntryPopup and STextComboPopup) so they register an active tick to focus the widget when the window gains focus (optionally controllable from the .AutoFocus() argument)
This addresses UE-12929.
[CL 2521062 by Andrew Rodham in Main branch]
Redundant (now) test removed from FUnrealSourceFile::GetFileId.
PLATFORM_COMPILER_HAS_RANGED_FOR_LOOP macro removed.
#codereview robert.manuszewski,leigh.swift
[CL 2468804 by Steve Robb in Main branch]
* 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]
- Material editor preview nodes now work when the editor is in es2 mode
- Make editor primitives work in ES2 mode
- Fix slate font rendering in ES2 mode
- Remove ES2 shader de-gamma when in the editor
- Add a new linear sampler type for linear textures
- Various fixes for dynamic feature level switching
- When in an emulated feature level mode, display some text in the level editor viewport saying what feature level we're running
- Removed feature level parameter from USkeletalMesh::GetResourceForRendering. Not used for anything
- ParticleVertexFactoryPool is now creates feature level specific vertex factories.
[CL 2187558 by Graeme Thornton in Main branch]
Add explicit constructor to UStaticMeshComponent, ULandscapeComponent and FModelElement so they can be implmented in cpp file, which includes LightMap/ShadowMap.h
Rename PackedNormal.inl to PackedNormal.h and move rest of declaration, so it can be included independent of RenderUtils.h
Move FMaterialRelevance definition from PrimitiveComponent.h to MaterialInterface.h
Move FExpressionInput/FExpressionOutput/FMaterialInput etc. from MaterialShared.h into new MaterialExpressionIO.h, to avoid Material.h pulling in RHI includes
Other required includes added
#codereview rolando.caloca
[CL 2113877 by James Golding in Main branch]
#proj core
#branch UE4
#summary Rename Trunc, Round, Floor, Ceil to TruncToInt, RoundToInt, FloorToInt, CeilToInt. Added *ToFloat versions. Repeated for FGenericPlatformMath and all derived classes for all platforms wherever applicable. Corrected comment in Fractional and added Frac() which does HLSL-style fractional (x - floor(x)). Checked for compilation on all projects (with cooking levels wherever applicable). Didn't change Fractional to Frac, this will be done in second commit.
#codereview robert.manuszewski
[CL 2064306 by Mikolaj Sieluzycki in Main branch]
#proj core
#branch UE4
#summary Moved global variables to statics in FApp. Removed unused GUnclampedDeltaTime.
#codereview robert.manuszewski
[CL 2043034 by Mikolaj Sieluzycki in Main branch]