Commit Graph

24 Commits

Author SHA1 Message Date
Matt Kuhlenschmidt
60f8a11b53 Fix existing collision not being restored if there is no collision in the FBX file
[CL 2587545 by Matt Kuhlenschmidt in Main branch]
2015-06-15 13:23:48 -04:00
Ori Cohen
6e10ad5ecd Remove BodySetup.h from engine.h and other unnecessary headers
[CL 2587297 by Ori Cohen in Main branch]
2015-06-15 09:34:39 -04:00
Matt Kuhlenschmidt
47c7156982 Fix another FBX material import crash when the number of materials changes between reimports
[CL 2574988 by Matt Kuhlenschmidt in Main branch]
2015-06-02 22:01:02 -04:00
Richard TalbotWatkin
d0af5a268f Fixed issue where custom set LoD materials were lost after reimporting a mesh.
#jira UE-8475 - Mesh reimport loses custom set LoD material references and metadata
#reviewedby Lina.Halper

[CL 2530463 by Richard TalbotWatkin in Main branch]
2015-04-29 13:13:37 -04:00
Lina Halper
71da1a0ae5 Merging
//depot/UE4-GDC2015/Engine/Source/Editor/UnrealEd/Private/StaticMeshEdit.cpp

to //depot/UE4-GDC2015/Engine/Source/Editor/UnrealEd/Private/StaticMeshEdit.cpp

[CL 2474645 by Lina Halper in Main branch]
2015-03-10 20:28:57 -04:00
Lina Halper
66497c4adc Merging
//depot/UE4-GDC2015/Engine/Source/Editor/UnrealEd/Private/StaticMeshEdit.cpp

to //depot/UE4-GDC2015/Engine/Source/Editor/UnrealEd/Private/StaticMeshEdit.cpp

[CL 2474644 by Lina Halper in Main branch]
2015-03-10 20:28:20 -04:00
Lina Halper
d1e55fd3f8 Merging
//depot/UE4-GDC2015/Engine/Source/Editor/UnrealEd/Private/StaticMeshEdit.cpp

to //depot/UE4-GDC2015/Engine/Source/Editor/UnrealEd/Private/StaticMeshEdit.cpp

#code review: Richard.TalbotWatkin

[CL 2474640 by Lina Halper in Main branch]
2015-03-10 20:26:45 -04:00
Richard TalbotWatkin
53f28d37bb Fixed issue with Static Mesh LoDs losing custom set materials / metadata when reimported.
#jira UE-8475 - Mesh reimport loses custom set LoD material references and metadata
#jira UE-8548 - Reimporting a static mesh resets Auto compute LOD distance to True

[CL 2431464 by Richard TalbotWatkin in Main branch]
2015-02-04 05:20:44 -05:00
Mikolaj Sieluzycki
a01571d213 Warning cleanup after limiting number of ways to construct UObjects.
#codereview Robert.Manuszewski

[CL 2429745 by Mikolaj Sieluzycki in Main branch]
2015-02-03 07:32:14 -05:00
Robert Manuszewski
e56a5b49ee Deprecating 'operator new' for UObjects.
[CL 2425600 by Robert Manuszewski in Main branch]
2015-01-30 08:30:03 -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
Matthew Griffin
f1c4513760 Renaming FVector ClampSize and SafeNormal functions for clarity
Used DEPRECATED Macro to keep old names around in case I've missed anything

[CL 2370785 by Matthew Griffin in Main branch]
2014-11-26 10:01:12 -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
Jaroslaw Palczynski
7c41927cf4 Rename FPostConstructInitializeProperties to something simpler
Changed it with FObjectInitializer.

UECORE-7

[CL 2328384 by Jaroslaw Palczynski in Main branch]
2014-10-14 10:29:11 -04:00
Jaroslaw Palczynski
65ba5d456f TArray documentation and a coupld of methods deprecation.
Changes mostly in Array.h. The changes in other files are only renames for deprecated functions.

[CL 2312616 by Jaroslaw Palczynski in Main branch]
2014-09-29 04:23:44 -04:00
Ori Cohen
2958e1af05 Improve auto collision generation.
- if any changes to collision or custom collision don't generate
- advanced option to let you disable collision generation

[CL 2292968 by Ori Cohen in Main branch]
2014-09-10 17:19:28 -04:00
Lina Halper
e513ea2300 Named FMatrix/FTransform unsafe Inverse to InverseFast, and InverseSafe,InverseSlow to Inverse as people often use Inverse as default function.
- Inverse was one of the main reasons of crashes via lots of functions. Seems making default Inverse to be safer version seems better.

[CL 2255081 by Lina Halper in Main branch]
2014-08-13 15:29:41 -04:00
Mikolaj Sieluzycki
de6a6e0c8f Back out changelist 2121706
[CL 2121856 by Mikolaj Sieluzycki in Main branch]
2014-06-30 10:25:10 -04:00
Mikolaj Sieluzycki
1bb08f711a Remove superfluous headers, part 1 of n.
#codereview Robert.Manuszewski

[CL 2121706 by Mikolaj Sieluzycki in Main branch]
2014-06-30 06:39:08 -04:00
Ori Cohen
f3ac73cd2c Expose double sided flag to allow scene queries on double sided geometry
#codereview zak.middleton

[CL 2118079 by Ori Cohen in Main branch]
2014-06-26 11:51:56 -04:00
Andrew Brown
b0f3feca6f Static mesh editor can now create Box/Sphyl and have multiple collision primitives, which can be manipulated.
#ttp 334968 - TOOLS FEATURE: Add primitive collision inside the static mesh editor

#branch UE4

#change
GenerateSimpleCollision funcs now return true if any collision was built
Moved Prompt to build collision into a func (to remove duplicate code), and modified so that the options are Yes=Replace, No=Add-To, Cancel = Cancel.
Added CalcBoundingSphyl code which is loosely based on the Sphere code in that it finds the best axis to align the sphyl with (but locally rotates so it can treat the Z axis as length, regardless). It they finds the radius to best enclose the Sphyl (same as Sphere, but 2D). Then it increase the length of the Sphyl until that encapsulates all the remaining points.

Replace instances of AddZeroed with Add(FKTypeElem()) so that the vtable would be created correctly if a base struct was introduced.
Moved PhysX code which scales the Elems from ModifyPrimitiveSize to their own struct func (ScaleElem) so that it could be used elsewhere.

Added new struct FPrimData which contains the PrimType and PrimIndex so we can look the corresponding collision Elem up in our BodySetup. The static mesh editor session which is open for a particular static mesh keeps track of these using the following:
IsPrimValid û Checks to see if the prim data could be valid
HasSelectedPrims û Returns true if there are any selected prims
IsSelectedPrim û Check to see if the prim data is selected
AddSelectedPrim û Adds prim data to our selection
RemoveSelectedPrim û Removes prim data from our selection
RemoveInvalidPrism - Removes any prims which are no longer valid from the selection
ClearSelectedPrims û Removes all the prim data from our selection
DuplicateSelectedPrims û Duplicates the selected prims
TranslateSelectedPrims - Translates the selected prims by a specified amount
RotateSelectedPrims - Rotates the selected prims by a specified amount
ScaleSelectedPrims - Scales the selected prims by a specified amount
CalcSelectedPrimsAABB - Calculates the bounding box of the selected prims
DeleteSelectedPrims û Deletes the selected prims
GetLastSelectedPrimTransform û Gets the transform of the last prim which was added to the selection.
GetPrimTransform - Gets the transform of a specified prim
SetPrimTransform - Sets the transform of a specified prim
Added placeholder calls to begin/end transaction where itÆs needed whenever the bodysetup prims are modified.

Added new Static Mesh Editor menu option to create a capsule/sphyl
Added dedicated collision toggle flag to the Static Mesh Editor so we could manage our own handling of the draw functions in order to inject hit proxies where needed so we can test when theyÆve been clicked on in the viewport.
Widget now works when selecting collision Elems. Space toggles the manipulation method.
SelectedPrims can be trans/rot/scaled using the editor widget.
Prims can be duplicated or deleted either using menu entries or keyboard shortcuts. Alt+drag is also supported for duplication.
ProcessClick was updated so that whenever a new selection type is clicked on the previous types are deselected (sockets, prims, edges), and other code location were updated to clear the selected prims where appropriate.
Modified OnFocusViewportToSelection so that it also focuses on the selected elems too
Modified SetSelectedSocket so that when passing NULL it deselects all the sockets

[CL 2104326 by Andrew Brown in Main branch]
2014-06-13 05:03:24 -04:00
James Golding
9d302e8460 Remove more headers from Engine.h (StaticMeshResources.h, AnimTree.h, SkeletalMeshTypes.h, SkeletalMeshActor.h, LightingBuildOptions.h, PixelFormat.h, WorldComposition.h, VisualLog.h, StaticLighting.h, Lightmap.h, ShadowMap.h, Model.h)
[CL 2086772 by James Golding in Main branch]
2014-05-29 17:21:47 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00