Commit Graph

23 Commits

Author SHA1 Message Date
Chris Wood
7e68b69ef1 #github https://github.com/EpicGames/UnrealEngine/pull/1009
Typo in description of Retarget Dialog
#1009
user: Manny-MADE

[CL 2506517 by Chris Wood in Main branch]
2015-04-09 04:46:21 -04:00
Matthew Griffin
5e350e8eb4 [INTEGRATE] Change 2444702 by Nick.Darnell@Nick.Darnell_Dev on 2015/02/13 09:57:20
UE-9699 - Fixing all the places we were setting the asset size to 0 explictly, the new default reasonable size is .1, all asset pickers now just use the default, unless they're the content browser.

	#lockdown Matt.Kuhlenschmidt

[CL 2449865 by Matthew Griffin in Main branch]
2015-02-18 05:42:18 -05:00
Mikolaj Sieluzycki
fa01cacb6c Trim down the amount of UObject constructors.
#codereview Robert.Manuszewski

[CL 2429641 by Mikolaj Sieluzycki in Main branch]
2015-02-03 05:40:57 -05:00
Jamie Dale
a569f6b356 Fixed code relying on SLATE_TEXT_ATTRIBUTE for STextBlock.
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)

This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.

[CL 2399803 by Jamie Dale in Main branch]
2015-01-07 09:52:40 -05:00
Dan Hertzka
27c2559898 Updated editor viewports & editor viewport clients to allow for inertial movement and animated/lerped transitions when Slate is asleep
- SEditorViewportClient now has an additional optional parameter in its constructor for the SEditorViewport that the client is attached to
- SBasePoseViewport, SDestructibleMeshEditorViewport, and SPhATPreviewViewport were all updated to inherit from SEditorViewport (previously just inherited from SCompoundWidget)

[CL 2398765 by Dan Hertzka in Main branch]
2015-01-06 11:09:55 -05:00
Dan Hertzka
1ce19a5ffa Full rename of the Slate "active tick" system to "active timer"
[CL 2394301 by Dan Hertzka in Main branch]
2014-12-19 17:44:49 -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
Michael Noland
6573fc933a Editor: Pushed basic ModeTools support into FEditorViewportClient
[CL 2378053 by Michael Noland in Main branch]
2014-12-05 15:08:09 -05:00
Jamie Dale
e856661aed Fixed code relying on SLATE_TEXT_ATTRIBUTE for SHeaderRow::FColumn
Made sure everything was using FText rather than FString.

[CL 2370913 by Jamie Dale in Main branch]
2014-11-26 12:46:05 -05:00
Michael Trepka
fc3cfd7ecb CIS fix
#codereview Lina.Halper, David.Ratti

[CL 2345139 by Michael Trepka in Main branch]
2014-10-30 13:06:36 -04:00
Lina Halper
d28f0659b9 Fixed retargeting crash when preview mesh is missing.
https://jira.ol.epicgames.net/browse/UE-4484?filter=12278
https://jira.ol.epicgames.net/browse/UE-4638?filter=12278

[CL 2344959 by Lina Halper in Main branch]
2014-10-30 11:03:17 -04:00
Michael Noland
928559eaa0 Editor: Coding-standards fixes (TypeName [*|&] VariableName -> TypeName[*|&] VariableName)
[CL 2316341 by Michael Noland in Main branch]
2014-10-01 14:45:23 -04:00
Martin Wilson
084209d135 Fix remap dialog not being cleaned up properly
[CL 2305475 by Martin Wilson in Main branch]
2014-09-22 09:46:46 -04:00
Lina Halper
47067096f6 - Fixed the window to function again without being modal
- Fixed issue with when non-existing node convert between

[CL 2300181 by Lina Halper in Main branch]
2014-09-16 17:47:16 -04:00
bruce nesbit
818aff0935 Fixed non-unity build
[CL 2299230 by bruce nesbit in Main branch]
2014-09-16 04:10:44 -04:00
Lina Halper
a23a5bff30 Retarget window cleanup
- Added viewport
- Added option to show only compatible ones - on by default

[CL 2298990 by Lina Halper in Main branch]
2014-09-15 21:13:36 -04:00
Martin Wilson
e836944447 Fix crash when retargetting assets that have no skeleton
#codereview Lina.Halper

[CL 2264392 by Martin Wilson in Main branch]
2014-08-20 12:08:02 -04:00
Lina Halper
83857406ca Added Convert Space for animation remapping feature.
When remap to new skeleton, you can check the option to "Convert spaces", and it will convert it correctly. It only works if they both have same shape of bind pose.

#code review: Martin.Wilson

[CL 2244367 by Lina Halper in Main branch]
2014-08-05 11:30:09 -04:00
James Golding
ccb4e5d277 More Engine.h cleanup (AnimCompression, Niagara, AnimSet, AutomationTestSettings, BookMark, BrushBuilder, Channels)
[CL 2085401 by James Golding in Main branch]
2014-05-29 17:01:48 -04:00
Martin Wilson
51d006dada #TTP 320508 - ROCKETGDC: LICENSEE: UDN: Feature Request: PERSONA: Delete unused bones from Skeleton
#proj UE4

#summary Added ability to remove unused bones from a skeleton

[CL 2038612 by Martin Wilson in Main branch]
2014-04-23 16:40:46 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00