Commit Graph

20 Commits

Author SHA1 Message Date
Nick Darnell
d287c6143f More Gamma Correction - Didn't catch this on the previous pass, apparently there was an implicit constructor allowing FLinearColor to FColor that was doing pow(2.2) gamma conversion inversion. Rather than leave the implicit constructor, I'm making it private and making people use ToFColor(true). Which is slightly more expensive, but performs the proper sRGB conversion. While fixing this, I found several terrible uses of the implicit constructor, when Hashing FLinearColors we were converting them to FColors first, when clearing FCanvas we were manually gamma correcting but leaving it as an FLinearColor, then implicitly converting to FColor, double gamma corrrecting. Neither of which should even be required as the RHI Clear command expects an FLinearColor. Additionally fixing a myriad of Slate widgets that were all doing FColor conversions needlessly only to convert back to FLinearColor when queuing slate draw commands.
#codereview nick.penwarden, martin.mittring, andrew.brown, gareth.martin

[CL 2593605 by Nick Darnell in Main branch]
2015-06-19 11:17:11 -04:00
Dinesh Kumar
29c36d9f0c Paper2D: Combined 2D widget visuals improved [UE-14719]
[CL 2535242 by Dinesh Kumar in Main branch]
2015-05-03 11:26:32 -04:00
Richard TalbotWatkin
57319791e7 Fixed rotation widget when selected with Ctrl+RMB so that it doesn't use the cursor location relative to the widget to determine which direction to rotate.
#jira UE-14308 - Actor rotation mouse controls are inverted

[CL 2524070 by Richard TalbotWatkin in Main branch]
2015-04-24 05:46:26 -04:00
Dinesh Kumar
f0a9771d33 Paper2D: 2D Mode
- Combined 2D Rotate / Translate widget
- 2D Layer Snap planes
- Some UI stuff to go with it
#codereview michael.noland

[CL 2500349 by Dinesh Kumar in Main branch]
2015-04-02 16:44:37 -04:00
PaulEremeeff
3d878d5a79 PR #996: Fixing PVS-Studio warnings (Contributed by PaulEremeeff)
I have reviewed each change carefully, but it is a large change and I could have missed something! Here is a summary of the types of changes in this CL:
 * Made nullptr checks consistent (the plurality of the changes are of this type)
 * Completed switch statements (IE, switch did not explicitly handle default case, but had unhandled enum entries - this is the second most popular type of fix)
 * Removed unused variables
 * Removed redundant initializations
 * WidgetNavigationCustomization.cpp was fixed by the owner
 * integers converted to floats where result was stored in a float
 * Removed redundent null checks (e.g. before delete statements)
 * Renamed variables to prevent non-obvious shadowing
 * Fixed use of bitwise & when checking for equality to an enum entry (which is often 0)
 * Fixes for some copy paste errors (e.g. FoliageEdMode.cpp)

[CL 2498053 by Dan Oconnor in Main branch]
2015-03-31 20:12:31 -04:00
Richard TalbotWatkin
1826764203 Fixed issues with 2- or 3-axis scaling on the Unreal Widget.
#jira UE-12082 - Speed of uniform scaling has increased dramatically
#reviewedby Matt.Kuhlenschmidt

[CL 2484615 by Richard TalbotWatkin in Main branch]
2015-03-19 11:44:30 -04:00
Richard TalbotWatkin
8cdb667b52 Additional files which got lost as part of CL 2480276.
[CL 2480278 by Richard TalbotWatkin in Main branch]
2015-03-16 12:51:14 -04:00
Richard TalbotWatkin
d929e07d2e Improved viewport gizmo control mechanism.
#ttp 345815 - NUX: MVP: Quality pass on viewport gizmos (esp rotation)
#ttp 345479 - NUX:Level Viewport: Frustratingly glitchy input when trying to drag gizmos after right clicking (moves camera instead of actor!)
#jira UE-8762 - Extrude BSP on certain faces does not move in the corresponding direction of the mouse
#reviewedby Matt.Kuhlenschmidt

[CL 2476880 by Richard TalbotWatkin in Main branch]
2015-03-12 11:12:25 -04:00
Matthew Griffin
3e7c3a871e [INTEGRATE] Change 2438573 by Dan.Hertzka@Dan.Hertzka_T4682_4010 on 2015/02/09 14:56:36
The inner arc of the rotation gizmo/widget no longer draws a hit proxy, so clicks pass through as expected when translucent selection is allowed

[CL 2447035 by Matthew Griffin in Main branch]
2015-02-16 09:28:33 -05:00
Richard TalbotWatkin
1bad73dace Added method to set default visibility of Unreal Widget in viewport clients.
#jira UE-6903 - random widget appears in the Material and Material Instance viewport

[CL 2401238 by Richard TalbotWatkin in Main branch]
2015-01-08 14:35:49 -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
8fadce6378 Engine: Replace some color literals with FColor / FColorList entries
[CL 2378046 by Michael Noland in Main branch]
2014-12-05 15:03:26 -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
Andrew Rodham
ba3528c9d4 Made it possible for asset editors to maintain their own FEditorModeTools lists
Breaking changes include:
    * Rename of GEditorModeTools -> GLevelEditorModeTools to signify that it applies only to the level editor modes
    * Addition of FEditorModeRegistry, responsible for managing and creating new editor modes. Modes are no longer registered with an instance of the mode, instead with a mode factory that is able to create a new mode of that type.
    * Editor modes now operate on FEditorViewportClients rather than FLevelEditorViewportClients
    * Added ability to specify an FEditorModeTools when creating an FEditorViewport

Moved component vizualiser manager handling outside of individual editor modes, and into FLevelEditorViewportClient. This should make it easier to transplant in future.

This work addresses TTP#334640 - EDITOR: Investigate making editor modes a per-'editor' concept

Reviewed by Michael Noland, Matt Kuhlenschmidt

[CL 2109245 by Andrew Rodham in Main branch]
2014-06-18 10:16:16 -04:00
James Golding
e4be295b45 Remove PhysicsPublic from Engine.h
[CL 2088098 by James Golding in Main branch]
2014-05-29 17:36:51 -04:00
Dmitry Rekman
710f0cdf3f Fixing (likely) coding errors or confusing debugging helpers.
Contributed by UE4Linux community.

#codereview Mieszko.Zielinski, Michael.Schoell, Maciej.Mroz, Michael.Trepka, Justin.Sargent, Steve.Robb

[CL 2070232 by Dmitry Rekman in Main branch]
2014-05-12 08:42:24 -04:00
Mikolaj Sieluzycki
45c031d576 #ttp 331438 UE4: PlatformMath refactor
#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]
2014-05-06 06:26:25 -04:00
Jamie Dale
70e1f61187 #ttp 295072 - UE4: Editor: [ and ] keys to change the size of the transform gizmos
#proj UE4
#branch UE4
#summary You can now use Alt + [] to adjust the size of the transform gizmo
#extra This is stored and applied as an adjustment on the base gizmo size (as the different gizmos have different starting sizes).
#extra I had to use Alt+[] rather than just [] as [] is already used for grid size adjustment.
#reviewedby Thomas.Sarkanen, Max.Preussner

[CL 2047785 by Jamie Dale in Main branch]
2014-04-23 19:10:16 -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