Commit Graph

58 Commits

Author SHA1 Message Date
Lina Halper
9645269afa Analytics addition for Persona/Phat/CreateAsset
[CL 2230266 by Lina Halper in Main branch]
2014-07-24 13:35:28 -04:00
Jaroslaw Palczynski
cfcda1df30 CORE: In-editor fixup redirects not working with string asset ref
TTP# 341126

[CL 2230254 by Jaroslaw Palczynski in Main branch]
2014-07-24 13:25:23 -04:00
Lina Halper
14b8e23e7f - Added Create Asset toolbar
- Consolidated code between asset skeleton and toolbar
- Added Asset Picker to suppoert Sync To Assets

[CL 2226236 by Lina Halper in Main branch]
2014-07-21 20:47:01 -04:00
Martin Wilson
7f7c5144ae New thumbnails for animations that show a posed mesh
[CL 2223768 by Martin Wilson in Main branch]
2014-07-18 14:28:54 -04:00
Dan Oconnor
006e96da9e #UE4 SBlueprintDiff no longer resets itself when we PIE or compile a blueprint that is open in the blueprint diff tool, the crash this reset was originally introduced for is no longer reproducable (likely fix: 1895532
[CL 2220174 by Dan Oconnor in Main branch]
2014-07-15 22:02:52 -04:00
Michael Schoell
99430dae16 #summary Can now deprecate Blueprint classes via a checkbox in the Blueprint properties
#add Added a checkbox to deprecate a Blueprint, the Blueprint will no longer be placeable, children classes can no longer be made of it (or any of it's children) and no new variables can be designated in Blueprints of the BP type.

#change AddSubMenu will now take the tooltip as an FText attribute so the tooltip can be hooked up to a function

#ttp 304153 - LICENSEE: K2:  Add support for deprecating a blueprint class

[CL 2181415 by Michael Schoell in Main branch]
2014-07-09 10:32:27 -04:00
Thomas Sarkanen
f42f5d0781 Fix branching creating multiple files
Branching of files needed to be removed (by Bob Tellez) as it was causing crashes and mutiple duplicate files to show up in the content browser. This fix re-instates working branches in the Editor.
The idea is that we now do the copy/duplicate/rename operations first, then perform the 'branch' once the files are finished with by the Editor. This keeps the asset registry & directory watcher systems happy & leaves the issue of branching to source control alone.
Because of the way SVN copy works, the SVN verison of this is slightly icky. SVN copy does not allow a branch-copy over an existing file in the workspace (even if not under source control), so we have to move the file into a temp directory, do the copy, then re-move the file back over the top of its old location.

TTP# 334923 - EDITOR: Perforce Integration (Move -> Delete + Add instead of Integrate)

reviewed by Max.Preussner,Bob.Tellez,Matt.Kuhlenschmidt

[CL 2180124 by Thomas Sarkanen in Main branch]
2014-07-09 06:31:13 -04:00
Andrew Brown
348e57371c Diffed assets no longer appear in the asset picker
#ttp 337409 - Editor: Temporary diff assets show up in asset picker

#branch UE4

#change Diffed packages now get loaded with the ForDiff flag, which allows us to filter them out later on.

reviewed by Thomas.Sarkanen

[CL 2124444 by Andrew Brown in Main branch]
2014-07-02 09:37:57 -04:00
Bob Tellez
73967653c8 UE4: Added a thumbnail renderer for world assets. This is slightly different than the level thumbnail renderer in that it needs more features for arbitrary levels and renders streaming levels in the same world as well.
[CL 2124053 by Bob Tellez in Main branch]
2014-07-01 19:16:36 -04:00
Dan Oconnor
2075fd7981 #UE4 I will not use uniform initialization syntax, I will not use uniform initialization syntax, I will not use uniform initialization syntax
[CL 2118171 by Dan Oconnor in Main branch]
2014-06-26 13:17:12 -04:00
Richard TalbotWatkin
1409e69df0 Created Blueprint category for new assets and filters.
#ttp 339216 - Feature Request: Content Browser: Create Blueprint catagory for new assets
#branch UE4
#proj Developer.AssetTools, Editor.Blutility, Editor.ContentBrowser, Editor.GameplayAbilitiesEditor, Editor.UnrealEd
#add Reassigned asset categories, putting all Blueprint type assets under a new Blueprint category.
#add Added new submenu in FNewAssetContextMenu::MakeContextMenu().
#add Added new filter map entry in SFilterList::MakeAddFilterMenu().
#reviewedby Chris.Wood

[CL 2117647 by Richard TalbotWatkin in Main branch]
2014-06-26 02:29:30 -04:00
Dan Oconnor
79165ed057 #UE4 First iteration on the merge module.. Changes to diff panel reviewed by Mike Beach, driver disabled by [AssetMerge] EnableAssetMerge
[CL 2116875 by Dan Oconnor in Main branch]
2014-06-25 13:25:21 -04:00
Gareth Martin
545cc14a70 Initial support for other foliage types
Note: The FoliageMeshes map is now keyed on a UFoliageType*, not a UStaticMesh*!

[CL 2116801 by Gareth Martin in Main branch]
2014-06-25 12:04:12 -04:00
Nick Darnell
2e2dcaa6b2 UMG - ESlateCheckBoxState is now an actual Enum. This required updating a lot of code that was using auto conversion from bool to int. Fixing a lot of issues with garbage collecting and circular references, old button/border widgets will be broken by this checkin. No longer crashing on exit of PIE.
[CL 2111919 by Nick Darnell in Main branch]
2014-06-20 12:37:24 -04:00
Mikolaj Sieluzycki
5d03a01712 Remove redundant headers from Engine.h.
#proj core
#branch UE4
#summary Remove redundant headers from Engine.h. (NavDataGenerator.h NavLinkRenderingProxy.h NavigationModifier.h NavigationOctree.h ContentStreaming.h ComponentReregisterContext.h InstancedFoliage.h UnrealExporter.h EngineService.h NavigationSystemHelpers.h HardwareInfo.h EngineModule.h)
#codereview Robert.Manuszewski

[CL 2109115 by Mikolaj Sieluzycki in Main branch]
2014-06-18 07:25:31 -04:00
Matt Kuhlenschmidt
cb140c07dc Merged GitHub pull request #202 to main.
refactored tga code to allows use outside of EditorFactories.cpp
added support for grayscale jpeg
fix memory leak in jpeg code
changes in AssetTools to allow to specify precise factory when multiple factories support the same filetype
changes in Plugin.cs to allow binary only plugins
exposed parts of engine API to other modules

[CL 2108453 by Matt Kuhlenschmidt in Main branch]
2014-06-17 16:16:40 -04:00
Dan Oconnor
bf6ab17e30 #UE4 adding an accessor so that I don't have to copy/paste the loadmodule call, matches the empty module template...
[CL 2107248 by Dan Oconnor in Main branch]
2014-06-16 14:26:53 -04:00
Marc Audy
b5d0595945 Remove sound headers from EnginePrivate.h
[CL 2104573 by Marc Audy in Main branch]
2014-06-13 10:24:54 -04:00
Mark Satterthwaite
6b6afdde88 Fix AssetTool's diff command generation generating garbage strings and modify Mac's ExecProcess and CreateProc to handle finding applications by name and using application bundles.
#codereview michael.trepka

[CL 2104565 by Mark Satterthwaite in Main branch]
2014-06-13 10:19:41 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Fred Kimberley
3aaa8071f3 Added gameplay asset type category.
Modified FilterList and NewAssetContextMenu to only display categories that contain at least one item.

[CL 2103921 by Fred Kimberley in Main branch]
2014-06-12 19:36:17 -04:00
Bob Tellez
193436485e UE4: World assets are now shown as "Level" assets in the UI.
[CL 2101181 by Bob Tellez in Main branch]
2014-06-10 20:00:06 -04:00
Bob Tellez
1b57237405 UE4: Renamed FStatusMessageContext to FScopedSlowTask which describes its purpose much more clearly.
[CL 2099448 by Bob Tellez in Main branch]
2014-06-09 15:41:37 -04:00
James Golding
1221b9bffd Don't include Slate.h/SlateCore.h in Engine.h/EnginePrivate.h
[CL 2091786 by James Golding in Main branch]
2014-06-02 14:19:25 -04:00
James Golding
0acc73086d Engine.h trimming (AnimNode classes, SkeletalMeshActor.h)
Remove unused AnimationTypes.h/.cpp

[CL 2086878 by James Golding in Main branch]
2014-05-29 17:24:15 -04:00