Commit Graph

13548 Commits

Author SHA1 Message Date
Dan Oconnor
32f5c38400 Back out revision 10 from //depot/UE4/Engine/Source/Runtime/Core/Private/Misc/ExpressionParser.cpp
[CL 2613968 by Dan Oconnor in Main branch]
2015-07-08 15:24:21 -04:00
Bob Tellez
c19b01ca57 [AUTOMERGE]
#UE4 Fixed a crash when loading a corrupted asset registry. The cache is simply not loaded regenerated.

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2613955 by Bob.Tellez on 2015/07/08 15:19:01.

[CL 2613957 by Bob Tellez in Main branch]
2015-07-08 15:19:20 -04:00
Ori Cohen
b3609ac9b3 Fix crash when updating scale of a static object with async scene enbled.
#JIRA UE-18336

[CL 2613947 by Ori Cohen in Main branch]
2015-07-08 15:15:04 -04:00
Mark Satterthwaite
4bd16c7f09 Fix UE-16920 which was caused by not properly handling transitions between windowed-fullscreen <-> fullscreen, this requires popping out of one fullscreen mode to re-enter the other in order to get the proper events that the CGL/NSOpenGL APIs need.
[CL 2613898 by Mark Satterthwaite in Main branch]
2015-07-08 14:51:52 -04:00
Peter Sauerbrei
ab1fef632c PR1284 - added GetPreferredLanguages function for use in blueprints
#ios
#platformnotify josh.adams

[CL 2613890 by Peter Sauerbrei in Main branch]
2015-07-08 14:42:53 -04:00
Dan Youhon
561b94afc5 Add p.VisualizeMovement cvar for showing in-world debug drawing of CharacterMovement state (arrows for velocity/accel show up over character collision capsules)
- virtual UCharacterMovementComponent::VisualizeMovement() can be overridden in child classes to add project-specific debug drawing
- Marked GetMovementName() as const so it can be used in debugging display

[CL 2613862 by Dan Youhon in Main branch]
2015-07-08 14:23:21 -04:00
Zak Middleton
0cbbb302d4 #ue4-buildwatcher - Fix initialization order warnings in StatsData.
#codereview Jaroslaw.Surowiec

[CL 2613841 by Zak Middleton in Main branch]
2015-07-08 14:09:04 -04:00
Jeff Campeau
e475975f52 VS2015 fix operator= needs a default implementation
[CL 2613833 by Jeff Campeau in Main branch]
2015-07-08 14:05:11 -04:00
Dan Youhon
7b854ec25d Added bDrawShadow option to HUD DebugText so we can set shadow per debug line instead of it only being a per-HUD setting
[CL 2613826 by Dan Youhon in Main branch]
2015-07-08 14:02:44 -04:00
Jamie Dale
2505ceb076 Removed the dedicated quoted string parsing from FTextFilterExpressionEvaluator
This wasn't handling searches like '"Thing"...' correctly, and the non-quoted string parsing will already parse quoted strings correctly since it enters "quoted string parsing mode" once it finds an opening quote.

[CL 2613804 by Jamie Dale in Main branch]
2015-07-08 13:46:55 -04:00
David Ratti
c111b1847c [AUTOMERGE]
Guard against updating attribute aggregators for periodic effects. This was highlighted by a periodic effect with stacking rules, when stack count was refreshed, we were pushing periodic mods to aggregators (when they should only ever be applied as instant mods to the attributes base value). Fixes another potential bug with clients getting onrep from a periodic effect that has attribute mods (not executions).

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Integrated using branch UE4-To-UE4-Orion (reversed) of change#2613791 by David.Ratti on 2015/07/08 13:35:21.

[CL 2613792 by David Ratti in Main branch]
2015-07-08 13:35:59 -04:00
Peter Sauerbrei
980c1363a6 PR1280 - increased size of game thread in development and debug
#ios

[CL 2613751 by Peter Sauerbrei in Main branch]
2015-07-08 13:14:24 -04:00
Benn Gallagher
8a0ae8c9ca Fixed crash when copying notifies with an invalid slot index when referenced in the destination montage
Fixed crash when accessing notifies that reference a slot that has been removed

[CL 2613715 by Benn Gallagher in Main branch]
2015-07-08 12:56:12 -04:00
Marc Audy
e4787bc4aa Don't use the template to generate new actor name if the template is a class default object
[CL 2613637 by Marc Audy in Main branch]
2015-07-08 11:43:49 -04:00
Richard TalbotWatkin
92d0e41e84 Fixed shadowed variable warning.
[CL 2613601 by Richard TalbotWatkin in Main branch]
2015-07-08 11:12:15 -04:00
Simon Tovey
5a99237a59 Hid Particle option from the Beam Target and Source modules as it does not work.
[CL 2613597 by Simon Tovey in Main branch]
2015-07-08 11:10:33 -04:00
Richard TalbotWatkin
6f07f74590 Optimizations to setting the material or its texture transform on a BSP surface.
#jira UE-16413 - Applying materials to BSP takes a long time once shells reach a basic level of complexity

Previously, setting a material or its texture transform on a BSP surface triggered CommitModelSurfaces, which iterated all the ModelComponents in the level and caused (among other things) the physics state to be recreated, a very expensive operation.  This is clearly unnecessary when only the surface material or texture transform has changed, so introduced a new path in which only the Material Index Buffers are updated for the level's UModel.

[CL 2613582 by Richard TalbotWatkin in Main branch]
2015-07-08 11:06:33 -04:00
Justin Sargent
5b93c60217 Adding an optimization to the TextLayout::RemoveLine function which prevents a dirty of the layout.
#codereview jamie.dale

[CL 2613579 by Justin Sargent in Main branch]
2015-07-08 11:05:15 -04:00
Ori Cohen
8ade5d00cb Forgot to submit details change for new UI
#JIRA UE-18303

[CL 2613495 by Ori Cohen in Main branch]
2015-07-08 10:04:28 -04:00
Benn Gallagher
bfc1e6f019 Fix for montage linkable elements losing linkage on load
[CL 2613468 by Benn Gallagher in Main branch]
2015-07-08 09:45:41 -04:00
Matthew Griffin
d9dacaa8b6 Fixed non-unity build error
[CL 2613458 by Matthew Griffin in Main branch]
2015-07-08 09:42:33 -04:00
Gil Gribb
0712e79964 UE4 - merge cloth enable cvar fix from orion
[CL 2613410 by Gil Gribb in Main branch]
2015-07-08 08:41:15 -04:00
James Golding
2c8004fb9b Add category back to bOverrideMass, to stop UHT complaining
#codereview martin.wilson, ori.cohen

[CL 2613401 by James Golding in Main branch]
2015-07-08 08:26:43 -04:00
James Golding
dd852acf94 UE-6816 Remove ShapeMaterial from ShapeComponent. Only did something on SphereComponent, and didn't work correctly there.
[CL 2613398 by James Golding in Main branch]
2015-07-08 08:24:49 -04:00
Martin Wilson
ebd935f9b6 Add back EditAnywhere, stops editor crashing when generating a details panel for static meshes. This is temporary and needs to be fixed properly though
#codereview Ori.Cohen

[CL 2613347 by Martin Wilson in Main branch]
2015-07-08 06:11:31 -04:00