TextureFormatOodle : yes you can free the float mip immediately because hashing is no longer on an async task
FImage::FreeData with async detach option
validate VT sizes better to prevent crashes
#jira UE-183888
#rb dan.thompson, fabian.giesen
[CL 31815947 by charles bloom in ue5-main branch]
also note that the 565 and 555 color conversions are wrong but do not change them
output unchanged, no DDC key bump
#rb fabian.giesen
[CL 31813745 by charles bloom in ue5-main branch]
The SSourceControlControls is currently instantiated in two places in the editor: bottom right and as part of the snapshot history panel. Regardless, we would like the behavior of these buttons to be the same. This was accomplished by providing 'defaults' in SourceControlMenuHelpers and then setting temporary 'overrides' in SnapshotHistoryPanel. This wasn't very pretty and somewhat confusing with SSourceControlControls providing a mix of instance and static interfaces and behaviors. I've refactored this with the idea in mind that these buttons should behave similar, wherever they are placed in the editor and providing static methods to control that behavior. The default behavior is now no-op and SnapshotHistory provides the UEFN/Skein behavior.
This also allowed the 'CanAutoSave' code to live in one location (in the SnapshotHistoryController) instead of being duplicated in two spots. This was also not possible because engine code cannot be accessed from SkeinSourceControlSlate, where the SSourceControlControls was being instantiated, resulting in the behavior as described in the JIRA bug.
#rb manuel.lang, marco.anastasi
[CL 31796796 by wouter burgers in ue5-main branch]
[FYI] karen.jirak
Original CL Desc
-----------------------------------------------------------------
Place Actors Panel - Usability Improvements
~ Extracted a large chunk out of FToolkitBuilder and put it in abstract class CategoryDrivenContentBuilderBase, which provides a base class for any class which needs a lefthand vertical category picker which loads content in the box next to the picker
~ Implemented CategoryDrivenContentBuilder, which provides a delegate which takes an FName as an argument which provides the name of the category just clicked, and returns the TSharedRef<SWidget> the user wants loaded for the selected category
~ created FPlacementModeCommands which creates a command to load content for any placement commands found
~ Introduced CVar PlaceActors.EnableCategoryChooserView which, when true, loads the new (in progress) place actors tab
~ altered SPlacementModeTools to create and use the CategoryDrivenContentBuilder when PlaceActors.EnableCategoryChooserView is true, else it loads the usual place actors panel
~ updated ToolElementRegistry with a convenience method that generates the widget and immediately converts it to a shared Ref
Note that after a change in the CVar, you will need to close and reopen the place actors panel for it to appear properly.
#jira UE-205201
#rb brooke.hubert, JeanMichel.Dignard
[CL 31789618 by bryan johnson in ue5-main branch]
- removed the new explicits on the constructors as it is causing compilation errors
#jira UE-205201
#rb Jean.Perrier, justin.peterson
[CL 31786531 by karen jirak in ue5-main branch]
- fix import in CategoryDrivenContentBuilder.h
- move copyright up in the placement commands
#jira UE-205201
#rb justin.peterson
[CL 31784985 by karen jirak in ue5-main branch]
~ Extracted a large chunk out of FToolkitBuilder and put it in abstract class CategoryDrivenContentBuilderBase, which provides a base class for any class which needs a lefthand vertical category picker which loads content in the box next to the picker
~ Implemented CategoryDrivenContentBuilder, which provides a delegate which takes an FName as an argument which provides the name of the category just clicked, and returns the TSharedRef<SWidget> the user wants loaded for the selected category
~ created FPlacementModeCommands which creates a command to load content for any placement commands found
~ Introduced CVar PlaceActors.EnableCategoryChooserView which, when true, loads the new (in progress) place actors tab
~ altered SPlacementModeTools to create and use the CategoryDrivenContentBuilder when PlaceActors.EnableCategoryChooserView is true, else it loads the usual place actors panel
~ updated ToolElementRegistry with a convenience method that generates the widget and immediately converts it to a shared Ref
Note that after a change in the CVar, you will need to close and reopen the place actors panel for it to appear properly.
#jira UE-205201
#rb brooke.hubert, JeanMichel.Dignard
[CL 31782540 by karen jirak in ue5-main branch]
We can't get usage information from reflection with this enabled, mainly for bindless, so we'll need to revisit this later.
#rb Laura.Hermanns
[CL 31741310 by christopher waters in ue5-main branch]
- Adding utility function for easier additions to FShaderCompilerOutput::ShaderStatistics
- Simplified existing uses of FShaderCompilerOutput::ShaderStatistics
- Reworked D3D compilation to allow DXC vs FXC to specify their different shader limits.
- Adding Shader Statistics for D3D SamplerState and Resource usages.
- Adding Shader Statistics for D3D SM6.6 bindless resource usages.
#rb Jason.Nadro, Laura.Hermanns
[CL 31740056 by christopher waters in ue5-main branch]
- FRHITexture2D
- FRHITexture2DArray
- FRHITexture3D
- FRHITextureCube
- FTexture2DRHIRef
- FTexture2DArrayRHIRef
- FTexture3DRHIRef
- FTextureCubeRHIRef
Replaced with FRHITexture and FTextureRHIRef
These types were unified in UE 5.1 and have been defined via "using" statements to the same underlying texture type for several engine releases.
#rb christopher.waters
[CL 31724002 by luke thatcher in ue5-main branch]