Commit Graph

24 Commits

Author SHA1 Message Date
Matt Kuhlenschmidt
6a87294274 Harden PlayEditorSound against abuse
[CL 2603899 by Matt Kuhlenschmidt in Main branch]
2015-06-29 10:01:26 -04:00
Ori Cohen
1265a9a47c Fix introTutorial and blutility module loading too early in the editor case.
#codereview Marc.Audy

[CL 2602929 by Ori Cohen in Main branch]
2015-06-26 16:58:18 -04:00
Marc Audy
48e6c66eef Always load IntroTutorials and Blutilities even when running commandlets otherwise assets based on types in the module are unknown and cannot be loaded
#codereview Ori.Cohen

[CL 2602688 by Marc Audy in Main branch]
2015-06-26 14:46:31 -04:00
Matt Kuhlenschmidt
d42afd5969 Elminated redundant editor viewport invalidation code
[CL 2602057 by Matt Kuhlenschmidt in Main branch]
2015-06-26 08:44:10 -04:00
Jaroslaw Palczynski
a7ac5b2b9f UE-17236: Redirector Assets fail to Load
[CL 2601824 by Jaroslaw Palczynski in Main branch]
2015-06-26 02:15:07 -04:00
Marcus Wassmer
378d2182d1 Guarantee all endofframe updates to recreate render proxies are processed before rendering.
#codereview Matt.Kuhlenschmidt,Daniel.Wright

[CL 2600809 by Marcus Wassmer in Main branch]
2015-06-25 13:13:03 -04:00
Richard TalbotWatkin
d197407b42 Major optimizations to the BSP building process, and BSP Undo.
#jira UE-16405 - Hitch occurs when undoing BSP manipulations

Summary of changes:
- Added 'fuzzy map' for quick look up of nearly equal FVectors, improving the BSP rebuild algorithm from O(n^4) to O(n*m) where m is much smaller than n.
- Added 'fuzzy map' for quick look up of nearly equal FPlanes, improving plane merging from O(n^2) to O(n).
- Changed TTransArrays in UModel to regular arrays, to remove a lot of transaction modifies during BSP rebuild.
- UModel array allocations are now allocated upfront where possible, instead of constant dynamic resizing.
- Optimized algorithm used by UModelComponent::GenerateElements to reduce allocations and simplify map lookups.
- Removed call to ULevel::CommitModelSurfaces in UModelComponent::PostEditUndo, which was causing an enormous amount of unnecessary work on each undo operation.  It is now done, as ever, by UWorld::Tick.

#reviewedby Matt.Kuhlenschmidt

[CL 2600444 by Richard TalbotWatkin in Main branch]
2015-06-25 09:42:17 -04:00
Daniel Lamb
5b1a139504 Make sure that the owning world is correct in post save and presave in the editor.
#codereview Dmitriy.Dyomin, Marc.Audy, Bob.Tellez

[CL 2598848 by Daniel Lamb in Main branch]
2015-06-24 10:25:10 -04:00
Daniel Lamb
e46220d73c Fix for editor going black during cook in editor.
#codereview Bob.Tellez, Marc.Audy

[CL 2598133 by Daniel Lamb in Main branch]
2015-06-23 18:58:21 -04:00
Robert Manuszewski
299920bf38 Adding prefixes to GC and Streaming console commands to make them more discoverable. Also added a few placeholder commands to suppress warnings on startup.
Console commands affected:

s.AsyncIOBandwidthLimit
s.MinBulkDataSizeForAsyncLoading
s.AsyncLoadingThreadEnabled
s.WarnIfTimeLimitExceeded
s.TimeLimitExceededMultiplier
s.TimeLimitExceededMinTime
s.UseBackgroundLevelStreaming
s.PriorityAsyncLoadingExtraTime
s.LevelStreamingActorsUpdateTimeLimit
s.LevelStreamingComponentsRegistrationGranularity

gc.MaxObjectsNotConsideredByGC
gc.SizeOfPermanentObjectPool
gc.FlushStreamingOnGC
gc.NumRetriesBeforeForcingGC
gc.AllowParallelGC
gc.TimeBetweenPurgingPendingKillObjects
gc.CollectGarbageEveryFrame
gc.StressTestGC

New console variables:
s.UseBackgroundLevelStreaming
s.AsyncLoadingTimeLimit
s.AsyncLoadingUseFullTimeLimit
s.PriorityAsyncLoadingExtraTime
s.LevelStreamingActorsUpdateTimeLimit
s.LevelStreamingComponentsRegistrationGranularity

[CL 2596909 by Robert Manuszewski in Main branch]
2015-06-23 08:18:32 -04:00
Robert Manuszewski
8b1c79d515 Exposing more package streaming and garbage collection settings to project settings in the editor.
Also, added new console variables for the existing settings:

New Package Streaming console variables:
- WarnIfTimeLimitExceeded
- TimeLimitExceededMultiplier
- TimeLimitExceededMinTime
- MinBulkDataSizeForAsyncLoading
- AsyncIOBandwidthLimit

New GC console variables:
- FlushStreamingOnGC
- NumRetriesBeforeForcingGC

[CL 2584216 by Robert Manuszewski in Main branch]
2015-06-11 10:42:18 -04:00
Joe Conley
3e9bb04c00 Add "Import latest from Localization Service" button to translation editor
[CL 2569879 by Joe Conley in Main branch]
2015-05-28 21:40:23 -04:00
Matt Kuhlenschmidt
ea49741d53 Dont tick the directory watcher when the editor is loaded in project selection mode only. Directory changes could send callbacks to methods that expect certian UI to be available which isnt when only the project dialog is open
[CL 2561249 by Matt Kuhlenschmidt in Main branch]
2015-05-21 15:10:49 -04:00
Ryan Gerleve
7e69447ebb Editor ends a multi-process PIE session if it receives a network failure. Fixes UE-6775.
#codereview marc.audy

[CL 2547649 by Ryan Gerleve in Main branch]
2015-05-12 14:57:41 -04:00
Bob Tellez
0f3bfb2c43 [AUTOMERGE]
#UE4 Removing a final update in cases where we created a physics scene. The use case for this vanished and is causing problems occationally in cook. It is no longer necessary so I am removing it.

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2542894 by Bob.Tellez on 2015/05/08 10:59:35.

[CL 2543047 by Bob Tellez in Main branch]
2015-05-08 12:12:39 -04:00
Bob Tellez
2142d816f0 [AUTOMERGE]
#UE4 Fixed a bug where saving a sublevel would clear its components from the persistent world.

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2540353 by Bob.Tellez on 2015/05/06 20:12:20.

[CL 2540360 by Bob Tellez in Main branch]
2015-05-06 20:16:52 -04:00
Richard TalbotWatkin
be3f0d1d94 Refactored mesh merging dialogs into a non-modal panel in a separate Editor module. Moved actor merging out of 'experimental' classification.
#jira UE-769 - EDITOR: Refactor mesh merging dialog boxes into a non-modal panel

[CL 2533251 by Richard TalbotWatkin in Main branch]
2015-05-01 03:43:37 -04:00
Bob Tellez
2975c562f1 [AUTOMERGE]
#UE4 Creating a physics scene for all world saves, not just when cooking.

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2530904 by Bob.Tellez on 2015/04/29 17:56:09.

[CL 2530919 by Bob Tellez in Main branch]
2015-04-29 18:02:08 -04:00
Lee Clark
c5adeabc41 Don't hardcode platform editor modules
[CL 2528186 by Lee Clark in Main branch]
2015-04-28 04:48:08 -04:00
Mike Fricker
403a84fcfa Asset Size Mapper tool
- New "Size Map" feature that shows the resource size for selected assets in Content Browser
- Select assets in Content Browser, right click and choose "Size Map..." to show sizes for those assets
- Select actors and press Alt+Shift+M to show sizes of assets used by those actors
- Select assets in Reference Viewer, right click and choose "Size Map..." to show sizes for those assets
- Also added a new "Tree Map" general purpose Slate widget (STreeMap)

[CL 2521609 by Mike Fricker in Main branch]
2015-04-22 15:58:21 -04:00
Jeff Farris
8df748c4a2 Map travel failures in PIE will now simply shut down PIE rather than try to load the default map. Avoids potential fatal error if default map subsequently fails to load.
#codereview marc.audy

[CL 2518395 by Jeff Farris in Main branch]
2015-04-20 17:52:47 -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
Dmitriy Dyomin
d01cb96f2a Removed obsolete "Levels" module
[CL 2517193 by Dmitriy Dyomin in Main branch]
2015-04-19 23:20:53 -04:00
Michael Noland
db747d277d Split the UEditorEngine implementation out from Editor.cpp into EditorEngine.cpp, removed some GWorld references, and purged some dead code
UEditorEngine cleanup:
- Split all UEditorEngine methods from Editor.cpp into EditorEngine.cpp (though more are still scattered around in other files like EditorServer.cpp)
- Removed GetClassFromPairMap, ClassMapPair, and associated keyboard shortcuts to place nav pylons, since they don't exist anymore
- Removed dead variable StreamingBoundsTexture and associated method SetStreamingBoundsTexture
- Split out the implementations of SplitActorLabel and SetActorLabelUnique into statics on FActorLabelUtilities, the non-static versions will be deprecated in the future
- Moved SoundWaveQualityPreview to be a static in FSoundPreviewThread
- Moved FPreviewInfo into DlgSoundWaveOptions.h
- Removed empty method HandleCreateMeshFromBSPCommand and associated exec command

GWorld cleanup:
- Removed EditorClearComponents and updated the few existing uses to call ClearWorldComponents directly on their world reference
- Removed UpdateSkyCaptures and updated the only existing use to call UpdateAllSkyCaptures directly on a world reference

[CL 2515212 by Michael Noland in Main branch]
2015-04-16 19:29:55 -04:00