Commit Graph

16 Commits

Author SHA1 Message Date
Matt Kuhlenschmidt
b7723933a6 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3279756)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3229490 on 2016/12/09 by Cody.Albert

	Integrated fix to support named changelists in SVN

Change 3229574 on 2016/12/09 by Simon.Tourangeau

	Fix actor mobility getting changed on scene reimport

	#jira UE-39102

Change 3229692 on 2016/12/09 by Cody.Albert

	Fixing an XML Parser assert when parsing a root tag that completes on the same line.

	#jira UE-30393

Change 3230582 on 2016/12/12 by Matt.Kuhlenschmidt

	PR #3024: Correct the outdated error message instructions for how to fix being unable to launch on an iOS device. (Contributed by CleanCut)

Change 3231470 on 2016/12/12 by Matt.Kuhlenschmidt

	Eliminate editor sounds that play when  you PIE, simulate or possess the player.  They get in the way of game sounds, are annoying to hear when you are constantly starting and stopping pie, and flush async loading that the game might be doing when they load.

Change 3231475 on 2016/12/12 by Alex.Delesky

	#jira UE-39023 - Using the High Resolution screenshot tool with the "custom depth as mask" option checked should no longer crash the editor or a PIE viewport when the screen percentage is not set to 100.

Change 3231476 on 2016/12/12 by Alex.Delesky

	#jira UE-39380 - Thumbnails for static meshes in the foliage paint mode window should now update to show the correct mesh if the thumbnail pool has been exhausted. This also increases the number of foliage thumbnals that can exist onscreen at once.

Change 3231477 on 2016/12/12 by Alex.Delesky

	#jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection.

Change 3231479 on 2016/12/12 by Alex.Delesky

	#jira UE-39376 - Changing the number of players or changing the dedicated server options in PIE settings should now always persist on editor shutdown.

Change 3231480 on 2016/12/12 by Alex.Delesky

	#jira UE-39417 - A texture will now match to update a dropped in file if the source path differs from that of the dropped in file

Change 3231508 on 2016/12/12 by Alex.Delesky

	Removing todo comment

	#jira none

Change 3231603 on 2016/12/12 by Matt.Kuhlenschmidt

	Exposed a 0-1 UV set and the scaled pixel size for Box and Border brushes
	Also added a material function that exposes all of the current UV sets with nice names instead of indexed coordinates

Change 3231618 on 2016/12/12 by Alex.Delesky

	#jira UE-38732 - When editing a spin box with a delta value, committing the value with the Enter key and then clearing the focus from the spin box will no longer change the internal value to match the snapped value.

Change 3231638 on 2016/12/12 by Matt.Kuhlenschmidt

	Add RF_Transactional to the list of default flags for creating or importing new assets.  All should be transactional by default

Change 3231642 on 2016/12/12 by Matt.Kuhlenschmidt

	Brighten up the output log by default

Change 3231648 on 2016/12/12 by Alex.Delesky

	#jira UE-38033 - Selecting a Named Slot that's part of a widget in a Widget Switcher will now show that widget instead of the widget at index 0. This also applies to any content set inside the named slot.

Change 3231666 on 2016/12/12 by Alex.Delesky

	#jira UE-38952 - Widgets that have been copied and pasted into the same hierarchy will now retain the same name in the hierarchy. This does not fix widgets that have been previously copied and pasted from other widgets, nor copies of those widgets.

Change 3231674 on 2016/12/12 by Alex.Delesky

	#jira UE-37106 - When using or simulating touch for Widget Components, the hover/clicked state will now be accurately determined rather than showing hover on initial touch.

Change 3231745 on 2016/12/12 by Alex.Delesky

	Back out changelist 3231477 to fix build error C2259

Change 3232417 on 2016/12/13 by Simon.Tourangeau

	Add the following attributes to the Editor.Usage.FBX.Import EngineAnalytics event
	- FBX Version
	- Filename Hash
	- Import Type

	#jira UE-37453

Change 3232477 on 2016/12/13 by Michael.Dupuis

	#jira UE-39675 : There was an issue when the Neutral Value == the Min or Max value, so we simply prevent using the concept of neutral value if min or max == neutral as it mean you only want a log on one side.

Change 3232571 on 2016/12/13 by Alex.Delesky

	Back out changelist 3231745

	#jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection.

Change 3232675 on 2016/12/13 by Alexis.Matte

	Fix a crash when reordering material with a fbx containing unused materials, add a fbx automation test to prevent similar issue.
	#jira UE-39692

Change 3232975 on 2016/12/13 by Alex.Delesky

	Fix to build error C2259 for the IPluginWizardDefinition API change.

Change 3233146 on 2016/12/13 by Michael.Dupuis

	#jira UE-38766 : Added eye dropper to select flatten height
	Fixed a rounding errors resulting in not flattening to the specified height
	Fixed a rounding error resulting in LandscapeDataAccess::GetTexHeight not always returning the appropriate value

Change 3233153 on 2016/12/13 by Alexis.Matte

	We cannot anymore change the instance override materials array topology, the topology is limited by the mesh materials array
	#jira UE-38827

Change 3234406 on 2016/12/14 by Matt.Kuhlenschmidt

	Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS.  This is an invalid state on linux and using some vr devices.

	#jira UE-7388

Change 3234485 on 2016/12/14 by Michael.Dupuis

	tentative build fix for Mac

Change 3234495 on 2016/12/14 by Matt.Kuhlenschmidt

	Made a setting to control if PIE enter and exit sounds are played.  Off by default

Change 3236709 on 2016/12/15 by Simon.Tourangeau

	Fix camera export rotation offset

	#jira UE-34692
	#jira UE-39740

Change 3236782 on 2016/12/15 by Jamie.Dale

	Fixed EmitTermExpr failing to use the correct package ID

	FBPTerminal::Source used to be set to the pin, however when pins were moved away from being UObjects, FBPTerminal::SourcePin was added and FBPTerminal::Source is typically null.

Change 3236853 on 2016/12/15 by Alexis.Matte

	Fix the serialization of the staticmesh property FMeshSectionInfoMap

Change 3236890 on 2016/12/15 by Matt.Kuhlenschmidt

	Remove old define

Change 3239328 on 2016/12/18 by Richard.TalbotWatkin

	Fixed Focus Viewport action in Static Mesh Viewport. Problem was that the conversion to Orbit Camera for storing the camera position was trashing the desired position during cvamera transitions.  Orbit camera position is now only stored at the end of a transition.
	#jira UE-39825 - Key "F" for Focus acts Sporadically in the Static Mesh Editor Viewport

Change 3239660 on 2016/12/19 by Alex.Delesky

	#jira UE-38968, UE-36826 - Components attached to actors can now be directly scaled to negative values using the transform gizmo for that component.

Change 3239662 on 2016/12/19 by Alex.Delesky

	#jira UE-39007 - The data table row editor now contains a Reset to Default control.

Change 3239663 on 2016/12/19 by Alex.Delesky

	#jira UE-39698 - Importing CSV files will now show the name of the file in the import dialog.

Change 3240696 on 2016/12/20 by Michael.Dupuis

	#jira UETOOL-1009:
	Added paddiing to columns view
	Added auto resize of column when double clicking on splitter handle in the header
	Remove right number alignment after discussion with Matt K.

Change 3240758 on 2016/12/20 by Michael.Dupuis

	added missing non abstract implementation

Change 3240782 on 2016/12/20 by Michael.Dupuis

	Added missing documentation for content browser column auto resizing

Change 3240817 on 2016/12/20 by Alex.Delesky

	#jira UE-38940 - Copying a Material-Custom node with a tab character should now correctly render the tab.

Change 3240834 on 2016/12/20 by Michael.Dupuis

	tentative fix for build error

Change 3240984 on 2016/12/20 by Michael.Dupuis

	Removed unnecessary functions

Change 3241174 on 2016/12/20 by Matt.Kuhlenschmidt

	Fix compile errors

Change 3241966 on 2016/12/21 by Chris.Wood

	Fixed Typo and changed execution order in "ComboBoxString" Component
	[UE-38994] - GitHub 2971 : Fixed Typo and changed execution order in "ComboBoxString" Component

	PR #2971: Fixed Typo and changed execution order in "ComboBoxString" Component (Contributed by eXifreXi)
	#github https://github.com/EpicGames/UnrealEngine/pull/2971

Change 3242126 on 2016/12/21 by Alexis.Matte

	Back out changelist 3236853
	We have to back out this change list because the change was implement in the 4.15 release branch and the EditorObjectVersion.h change is now implement in the ReleaseObjectVersion.h.

Change 3244492 on 2017/01/02 by Jamie.Dale

	Improved error message

Change 3244545 on 2017/01/02 by Nick.Darnell

	Navigation - Making it so we don't attempt to load HotReload during shutdown, we only access it if it's still loaded.

Change 3244549 on 2017/01/02 by Nick.Darnell

	Slate - Implementing custom hardware cursor loading across Windows, Mac and Linux and supports loading cursors from PAK files.  All platforms support loading PNGs through the FHardwareCursor interface.  Some platforms support additional formats, for multiresolution support, but there's a naming convention that can be used on PNGs for the same capability.  All of it is documented in the FHardwareCursor header.  The platform layer for ICursor, now has support for replacing cursor shapes as an override, and can be reset safely.

	The FHardwareCursor supports loading cursors from raw pixel buffers as well, the plan is to allow for the option to UTextures to also be used for hardware cursors.

	Now users through C++ can load and replace the hardware cursors with custom ones of their own,

	e.g. FSlateApplication::Get().RegisterCursor(EMouseCursor::Default, MakeShareable(new FHardwareCursor(FPaths::GameContentDir() / "Slate/FancyPointer", FIntPoint(0,0))));

	The next step is to expose a game friendly layer that supports caching cursors, and letting users change them out by name, without a bunch of destruction of OS resources.

Change 3244845 on 2017/01/03 by Jamie.Dale

	Fixing typo

	#jira UE-39920

Change 3244903 on 2017/01/03 by Jamie.Dale

	PR #3044: fix link error when FAssetData::PrintAssetData() is used in project (Contributed by kayama-shift)

Change 3245125 on 2017/01/03 by Alexis.Matte

	Put back the dev-editor version because there was some data create before we back it out

Change 3246106 on 2017/01/04 by Chris.Wood

	Removed broken CrashReportReciever pre-upload phase from CrashReportClient.
	[UE-40153] - CrashReportClient fails when used in legacy mode with a CrashReportReciever

Change 3246251 on 2017/01/04 by Alex.Delesky

	#jira UE-39869 - Moving an asset before saving it and then hitting Save All from the file menu will no longer save the asset in its original location.

Change 3246252 on 2017/01/04 by Alex.Delesky

	#jira UE-39793 - Fixes an issue with the AutoReimporter where specifying a non-existent mount point (a directory in the content browser) would cause a crash when attempting to auto-import an asset from a monitored directory, as well as ensuring that valid mount points will be able to create new assets from auto-import.

	The "Map Directory To" field when setting directories to monitor for auto-reimport has also been changed to use the content browser path picker instead of relying on the user to manually enter a mount point.

Change 3247620 on 2017/01/05 by Nick.Darnell

	Automation - Removing an adjustment to the number of shots we take for high res shots.

Change 3247621 on 2017/01/05 by Nick.Darnell

	Automation - Adding a few more rendering tests to the cornell box.

Change 3247629 on 2017/01/05 by Nick.Darnell

	Automation - Improving the comparison row display for screenshots so it's obvious what each image represents.

Change 3248811 on 2017/01/05 by Matt.Kuhlenschmidt

	PR #3091: Removed unnecessary UPackage casts (Contributed by projectgheist)

Change 3248860 on 2017/01/06 by Matt.Kuhlenschmidt

	Made the plugin browser select the "built in" category by default instead of the 2D category.  There is no reason for a sub-category to be selected first as it makes searching for plugins globally an extra click because you have to click on the base category first

Change 3249264 on 2017/01/06 by Matt.Kuhlenschmidt

	Fixed automation test warnings

	#jira UE-40198

Change 3249481 on 2017/01/06 by Michael.Dupuis

	#jira UE-37875 : Fill empty layers of components on assignation or creation
	Also fill new component added with the tool from neighbours predominance

Change 3249505 on 2017/01/06 by Matt.Kuhlenschmidt

	PR #3093: Include guard cleanup (Contributed by projectgheist)

Change 3249544 on 2017/01/06 by Michael.Dupuis

	#jira UE-40299: validate if UISettings is valid

Change 3250738 on 2017/01/09 by Nick.Darnell

	UMG - The WIC now checks if the Widget is enabled before it claims that it's over an interactable or keyboard focusable widget.

	#jira UE-39845

Change 3250865 on 2017/01/09 by Nick.Darnell

	Slate - Updating EAutoCenter and ESizingRule to use the newer enum class style enums.

Change 3250867 on 2017/01/09 by Nick.Darnell

	Slate - Adding more logging to the hardware cursor code so that it reports more information when it doesn't find an exact match when it comes to cursor size.

Change 3250936 on 2017/01/09 by Nick.Darnell

	Automation - Refactoring the screenshot comparison tool to no longer require one one generated report.  Doing screenshot comparions now generates individual reports for each failed comparison so that they can be evaluated in bits, and as changes occur as the user reviews aspects, we can remove the reports.  There is now async image loading for the comparison view so that it doesn't hitch.

Change 3250937 on 2017/01/09 by Nick.Darnell

	Automation - Adding another example to the CornellBox test.

Change 3250958 on 2017/01/09 by Nick.Darnell

	Slate - Fixing some other cases where people were referring to ESizingRule::Type.

Change 3251162 on 2017/01/09 by Nick.Darnell

	Slate - Fixing some other cases where people were referring to ESizingRule::Type.

Change 3251254 on 2017/01/09 by Matt.Kuhlenschmidt

	Attempt to fix static analysis warnings

Change 3251373 on 2017/01/09 by Nick.Darnell

	Core - Now writing a log warning instead of ensuring if calling LoadModule wouldn't have been safe to do here, depending on load order.

Change 3251525 on 2017/01/09 by Nick.Darnell

	Automation - Fixing a build issue in ImageComparer.

Change 3252321 on 2017/01/10 by Alex.Delesky

	#jira UE-40164 - Importing multiple files to overwrite existing assets such as sounds will now correctly persist the "Yes to All" / "No to All" dialog selections.

Change 3252354 on 2017/01/10 by Nick.Darnell

	Image Compare - Fixing a potential threading hazard in the image comparer.

Change 3252356 on 2017/01/10 by Nick.Darnell

	Automation - The screenshot metadata now captures the commit/CL that the screenshot was taken at and records it in the metadata.

Change 3252601 on 2017/01/10 by Alexis.Matte

	Fbx automation test, reload feature implementation

Change 3252761 on 2017/01/10 by Jamie.Dale

	Fixing some IWYU errors with PCH disabled

Change 3252765 on 2017/01/10 by Jamie.Dale

	Fixing some static analysis warnings

Change 3252793 on 2017/01/10 by Jamie.Dale

	Fixing FText natvis

	The text data visualizers have to be defined before the text visualizer

Change 3253987 on 2017/01/11 by Matt.Kuhlenschmidt

	PR #3108: Git Plugin: use asynchronous "MarkForAdd" and "CheckIn" operations for the initial commit (Contributed by SRombauts)

Change 3254378 on 2017/01/11 by Matt.Kuhlenschmidt

	Refactor scene importing to allow for plugins to make scene importers

Change 3254679 on 2017/01/11 by Matt.Kuhlenschmidt

	Fix calling LoadModule in perforce source control off the main thread

Change 3256472 on 2017/01/12 by Jamie.Dale

	Improved error reporting from IncludeTool

	- The error reporting was using zero-based line indices which was misleading.
	- The error reporting now includes the offending line to remove ambiguity.

Change 3256725 on 2017/01/13 by Jamie.Dale

	IncludeTool can now parse typedef in Fwd headers

Change 3256758 on 2017/01/13 by Jamie.Dale

	Added support for String Tables

	String Tables provide a way to centralize your localized text into one (or several) known locations, and then reference the entries within a string table from other assets or code in a robust way that allows for easy re-use of localized text.

	String Tables can be defined in C++ (using the LOCTABLE family of macros), loaded via CSV file, or created as an asset. They can be referenced in C++ using either the LOCTABLE macro, or the static FText::FromStringTable function. INI files can reference them using the LOCTABLE macro syntax, and FText properties in assets can reference them via the advanced settings combo.

Change 3257018 on 2017/01/13 by Alexis.Matte

	FbxAutomationTest fix the import reload operation, it was calling garbagecollect with no keep flag

Change 3257168 on 2017/01/13 by Jamie.Dale

	Removed code that was writing null into bytecode during save

Change 3257344 on 2017/01/13 by Jamie.Dale

	Backing out changelist 3256725, and excluding my header from the scan instead

Change 3257426 on 2017/01/13 by Nick.Darnell

	Slate - Adding the ability to invert alpha when drawing slate textures.  Going to be used in the future for rendering render targets for the scene which have inverted alpha.

Change 3257572 on 2017/01/13 by Nick.Darnell

	Slate - Fixing a build error.

Change 3257970 on 2017/01/14 by Jamie.Dale

	Fixing exclude path

Change 3258458 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3135: GameViewportClient: FOnCloseRequested is now a multicast delegate (Contributed by Nadrin)

Change 3258472 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3126: Fix to load editor style assets (Contributed by projectgheist)

Change 3258473 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3124: Fix wrong result with Image-DrawAsBox with PaperSprite. (Contributed by valval88)

Change 3258539 on 2017/01/16 by Nick.Darnell

	Slate - Pixel Snapping has been moved to the GPU for the RHI rendering policy.  Additionally, widgets with a render transform of Scale, Rotation or Sheer, and their children are no longer pixel snapped, this should reduce some of jittering seen by users when animations are applied to widgets.  NOTE: This only affects render transforms, any transform in layout space is still subject to pixel snapping.

Change 3258607 on 2017/01/16 by Nick.Darnell

	Fixing the mac build.

Change 3258661 on 2017/01/16 by Matt.Kuhlenschmidt

	Actors with experimental components no longer say
	"Uses experimental class: Actor" when selecting the actor root in the details panel

	#jira UE-40535

Change 3258678 on 2017/01/16 by Nick.Darnell

	Platform - Introducing a way to get the mimetype for a file on Windows.  Other platforms don't yet have an implementation outside of returning application/unknown.

Change 3258924 on 2017/01/16 by Nick.Darnell

	Platform - Implementing a fallback for the generic platform http, that can do some basic mimetype lookups.

Change 3258929 on 2017/01/16 by Nick.Darnell

	UMG - Fixing the animation to finish the evaluation before it notifies that the animation completed.

Change 3259109 on 2017/01/16 by Nick.Darnell

	Platform - The GetMimeType function now only takes in FilePath, since some platforms will require that actually resolve to a file on disk in order to determine the true mimetype.

Change 3259111 on 2017/01/16 by Alexis.Matte

	Avoid to move the camera when we re-import in the static mesh editor
	#jira UE-40613

Change 3259275 on 2017/01/16 by Matt.Kuhlenschmidt

	Fix crash when a slate window is resized and calls into a scene viewport during loading code when the scene viewport is not in a slate hierarchy and thus has no widget

Change 3259300 on 2017/01/16 by Nick.Darnell

	UMG - Introducing PreConstruct and NativePreConstruct to the base UUserWidget.  Users can now visualize non-binding based changes in the designer by evaluating a very limited amount of the blueprint code.  In the event your user widget crashes on load, due to calling something unsafe, you can disable evaluation in the editor preferences under Widget Designer.

Change 3259306 on 2017/01/16 by Nick.Darnell

	Games - Removing the Game Specific implementations of PreConstruct.

Change 3260182 on 2017/01/17 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3261049 on 2017/01/17 by Nick.Darnell

	Slate - Putting in some fixes for the non-gpu pixel snapping mode, and disabling gpu snapping while we dig into why it looks weird.

Change 3261434 on 2017/01/17 by Nick.Darnell

	Fixing the mac build.

Change 3261435 on 2017/01/17 by Nick.Darnell

	Slate - Tweaking some aspects of the slate rounding code on the GPU.  There's still some precision loss somewhere causing subtle differences in where the snap occurs, that's different from previously.

Change 3261460 on 2017/01/17 by Nick.Darnell

	UMG - Tweaking the defintiions of NativePreConstruct, dropping passing in design time since that is readily available in native code.

Change 3261833 on 2017/01/18 by Alexis.Matte

	Fix all warning for fbx automation tests
	#jira UE-40208

Change 3261874 on 2017/01/18 by Matt.Kuhlenschmidt

	PR #3136: Fix Submit to Source Control Window for Git plugin : use CanCheckIn() to filter out unmodified assets files (Contributed by SRombauts)

Change 3262000 on 2017/01/18 by Jamie.Dale

	Updated Slate to allocate widgets using MakeShared

	This saves one allocation per-widget

Change 3262003 on 2017/01/18 by Nick.Darnell

	UMG - Widget Interaction Components now ignore Visible(false) Widget Components when tracing.

	#jira UE-40523

Change 3262052 on 2017/01/18 by Alexis.Matte

	Put back the staticmesh skinxx workflow
	#jira UE-40782

Change 3262775 on 2017/01/18 by Nick.Darnell

	Slate - Ditching moving vertex rounding to the GPU, some precision issues could not be overcome.  Ended up writing a clean way to implement it on the CPU.

Change 3262818 on 2017/01/18 by Alex.Delesky

	#jira UE-40668 - Editor preferences will now save for data pin styles

Change 3263679 on 2017/01/19 by Nick.Darnell

	Slate - Adding some comments to the Slate Vertex Rounder.

Change 3265154 on 2017/01/19 by Nick.Darnell

	Slate/UMG - Putting in some more time into pixel snapping.  I've re-introduced the old constructors, and decided to go with the templated approach, as to not break old code that relied on the FSlateVertex working a certain way.

Change 3265478 on 2017/01/20 by Chris.Wood

	Added config support for hang detection time and switching hang detection on/off in UnrealWatchdog
	[UE-40838] - Make hang time configurable and increase default in UnrealWatchdog

Change 3265600 on 2017/01/20 by Nick.Darnell

	Slate - Making some const local variables const.

Change 3265714 on 2017/01/20 by Alex.Delesky

	#jira UE-40791 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.

Change 3265865 on 2017/01/20 by Alex.Delesky

	#jira UE-40511 - The Content Browser file path will now update when inside a folder that is deleted from the Sources Panel.

Change 3267989 on 2017/01/23 by Jamie.Dale

	Exposed String Tables to Blueprints

Change 3268018 on 2017/01/23 by Jamie.Dale

	Small API clean-up for string tables

Change 3268455 on 2017/01/23 by Matt.Kuhlenschmidt

	Fix SaveAs (Which says SaveCurrentAs) not saving the current level and only saving the persistent level and then reloading everything thus causing work to be lost if editing a sub-level

	#jira UE-40930

Change 3269388 on 2017/01/24 by Chris.Wood

	Refactored tick timing in UnrealWatchdog to stop bug where it doesn't close.
	[UE-40839] - UnrealWatchdog running and blocking use of Unreal Game Sync for internal users

	Standalone tool code only - doesn't touch engine

Change 3270205 on 2017/01/24 by Cody.Albert

	Updated FUnrealEdMisc::OnMessageTokenActivated to properly traverse up the outer hierarchy of an object.

Change 3270231 on 2017/01/24 by Cody.Albert

	Renamed and exposed GetFullScreenAlignment and GetViewportAnchors for consistency with the setters

Change 3271734 on 2017/01/25 by Michael.Dupuis

	#jira UE-38631
	Add sorting for landscape target layer, user can now sort alphabetical, material based or custom
	Added a new vertical box SDragNDropVerticalBox to handle drag & drop of FSlot
	Fixed SDropTarget to only consider the drop action if it was started by it
	Added visibility toggle to only show used layers in the currently loaded data

Change 3271797 on 2017/01/25 by Jamie.Dale

	Renamed HasBeenAlreadyMadeSharable to DoesSharedInstanceExist as the old name was nonsense

Change 3271813 on 2017/01/25 by Jamie.Dale

	Fixed bad access of a shared this during widget destruction when a context menu was open

Change 3271988 on 2017/01/25 by Nick.Darnell

	Slate - Removing some old checkbox deprecated code from the 4.3 and 4.6 days.

Change 3271992 on 2017/01/25 by Nick.Darnell

	Blueprints - Making the checked call better to log out more information when dragging and dropping a missing property.

Change 3272134 on 2017/01/25 by Jamie.Dale

	Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs

	This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text).

Change 3272301 on 2017/01/25 by Nick.Darnell

	Slate - More cleanup from the removal of a old legacy enum that people were still using.

Change 3273070 on 2017/01/26 by Chris.Wood

	Fix CIS errors in landscape code from CL 3271734

Change 3273123 on 2017/01/26 by Chris.Wood

	Fix crash during init of CRC when running packaged without access to main engine config hierarchy.

Change 3273194 on 2017/01/26 by Nick.Darnell

	Fixing some build warnings.

Change 3273242 on 2017/01/26 by Michael.Dupuis

	#jira UE-39948 : if we detect there is multiple levels in the current persistent when we add a new foliage asset we ask to save the foliage as an asset to permit paiting over multiple levels

Change 3273279 on 2017/01/26 by Jamie.Dale

	String Table INI redirects are now in the "Core.StringTable" section (rather than "/Script/Engine.Engine")

Change 3273483 on 2017/01/26 by Alex.Delesky

	#jira UE-32047 - Made changes to the FixupRedirects commandlet to ensure that files that are marked for delete are moved from the default changelist to the pending changelist and submitted when using Perforce.

	Also makes a slight change to the ResavePackages commandlet to submit files marked for delete.

Change 3273568 on 2017/01/26 by Alex.Delesky

	Modifying changes made to SPluginWizard to have the plugin loading phase determined by the wizard's definition rather than from the first selected template.

	#jira none

Change 3273855 on 2017/01/26 by Alex.Delesky

	#jira UE-41117 - Updating the tooltip on the "Allow Paint of all LODs" option for mesh paint mode.

Change 3274200 on 2017/01/26 by Alex.Delesky

	For IPluginWizardDefinition, temporarily adding function bodies to two methods instead of having them be pure virtual methods.

Change 3274317 on 2017/01/26 by Jamie.Dale

	Deleting a seemingly corrupted asset that was accidentially submitted

Change 3275072 on 2017/01/27 by Michael.Dupuis

	#jira UE-38631 tweaks
	Fix typo error
	Iterate all components, not only active one
	Force expand the Target Layers widget

Change 3275249 on 2017/01/27 by Alexis.Matte

	Color grading controls: Keep the vector ratio when changing the master slider
	#jira UETOOL-1098

Change 3275282 on 2017/01/27 by Alexis.Matte

	Color grading controls: Cosmetic changes
	#jira UETOOL-1099

Change 3275292 on 2017/01/27 by Alexis.Matte

	Make sure the build is called once when we import a staticmesh.
	#jira UE-40947

Change 3275430 on 2017/01/27 by Alexis.Matte

	Add some fbx automation tests
	- Import a mesh with no material
	- Import corrupted asset with no section in a LOD
	- Import morph targets
	- Materials name clash
	- Max Multimap material ordering

Change 3275683 on 2017/01/27 by Michael.Dupuis

	#jira UE-41215 : when saving an asset do not register the transaction, and make sure that the duplicate wont keep a copy in the transaction buffer as an asset can't be undo

Change 3276237 on 2017/01/27 by Jamie.Dale

	Deleting a seemingly corrupted asset that was accidentially submitted

Change 3276266 on 2017/01/27 by Jamie.Dale

	Fix for accessing a potentially null pointer

Change 3277065 on 2017/01/30 by Chris.Wood

	Move crash report temp files to saved config and cleanup on schedule.
	[UE-39506] - CrashReportClient ini folders are not cleaned when opening the editor

Change 3277236 on 2017/01/30 by Matt.Kuhlenschmidt

	Fix crash when cancelling SaveCurrentLevelAs

	#jira UE-41182

Change 3277409 on 2017/01/30 by Jamie.Dale

	Improved text rendering when the last resort font is missing

	The last resort font is no longer included in shipping builds, so this change makes some improvements to text rendering when it's missing.

	- The legacy font cache no longer tries to use the last resort font if it's not available (preventing warnings).
	- The Slate font renderer no longer tries to use the last resort font if it's not available.
	- Text shaping will use the last resort character if none of the available fonts can render a given character (likely because the last resort font is missing).
	- HarfBuzz shaped text now uses the fallback character correctly.

Change 3277749 on 2017/01/30 by Nick.Darnell

	Slate - Moving ESlateDrawEffect & ESlateBatchDrawFlag over to be enum class, found cases where users were improperly assuming the enum order, and so now it won't be possible to just treat an int32 or a bool as the draw effect value.

	Core - Adding EnumHasAllFlags and EnumHasAnyFlags, templated functions to make it easier to check for the existance of a flag on enum classes.

Change 3277805 on 2017/01/30 by Nick.Darnell

	Rendering - Changing some LoadModuleChecked calls to GetModuleChecked, as these calls are not happening on the main thread and are not safe to make.

Change 3277914 on 2017/01/30 by Matt.Kuhlenschmidt

	Fix Niagara slate style warning on startup

Change 3278058 on 2017/01/30 by Matt.Kuhlenschmidt

	Fixed compile error

Change 3278132 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278133 on 2017/01/30 by Matt.Kuhlenschmidt

	Fixed compile errors

Change 3278186 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278525 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278534 on 2017/01/30 by Nick.Darnell

	Automation - Clearing up several warnings/errors with automation results, trying to get Automation Tests to at least yellow before integration.

Change 3278941 on 2017/01/31 by Nick.Darnell

	Fixing a build warning due to build team refactor.

Change 3278949 on 2017/01/31 by Nick.Darnell

	Fixing incrmenetal build issues.

Change 3278953 on 2017/01/31 by Nick.Darnell

	Fixing some incrmental linux build issues.

Change 3278964 on 2017/01/31 by Nick.Darnell

	FIxing more incremental build issues.

Change 3279256 on 2017/01/31 by Michael.Dupuis

	#jira UE-41319
	#jira UE-41315
	#jira UE-41316
	Instead of getting the Landscape Actor, call GetLandscapeProxy so all case are handled, either proxy or landscape actor

Change 3279270 on 2017/01/31 by Chad.Garyet

	re-updating the automation test pool

[CL 3279775 by Matt Kuhlenschmidt in Main branch]
2017-01-31 15:22:49 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Ben Marsh
3e80336791 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3079316 on 2016/08/05 by Ben.Marsh

	Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header.

Change 3080579 on 2016/08/08 by Ben.Marsh

	Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h.

Change 3080587 on 2016/08/08 by Ben.Marsh

	StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h.

Change 3080789 on 2016/08/08 by Ben.Marsh

	Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them.

Change 3080815 on 2016/08/08 by Ben.Marsh

	BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information.

Change 3081374 on 2016/08/08 by Ben.Marsh

	UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment.

Change 3083152 on 2016/08/09 by Ben.Marsh

	PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous)

Change 3084039 on 2016/08/10 by Ben.Marsh

	BuildGraph: Add additional markup for parameter attributes. Also improve some documation.

Change 3084240 on 2016/08/10 by Ben.Marsh

	Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times.

Change 3084337 on 2016/08/10 by Ben.Marsh

	UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense.

Change 3085594 on 2016/08/11 by Ben.Marsh

	Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now.

Change 3085999 on 2016/08/11 by Ben.Marsh

	Add some missing #pragma once directives.

Change 3086146 on 2016/08/11 by Ben.Marsh

	Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file.

Change 3086172 on 2016/08/11 by Ben.Marsh

	Fixup some C-style header guards to use #pragma once instead.

Change 3087289 on 2016/08/12 by Ben.Marsh

	Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files)

Change 3087310 on 2016/08/12 by Ben.Marsh

	Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module.

Change 3087341 on 2016/08/12 by Ben.Marsh

	UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included.

Change 3087457 on 2016/08/12 by Ben.Marsh

	Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h).

Change 3088407 on 2016/08/13 by Ben.Marsh

	Replace use of Windows SIZE_T define with the regular C++ size_t.

Change 3088416 on 2016/08/13 by Ben.Marsh

	Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything.

	Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH.

	Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included.

Change 3088544 on 2016/08/14 by Ben.Marsh

	Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it.

Change 3088552 on 2016/08/14 by Ben.Marsh

	Fix compile errors for some modules that don't already include CoreUObject.h.

Change 3088925 on 2016/08/15 by Ben.Marsh

	Remove circular include dependencies from VulkanRHI.

Change 3088926 on 2016/08/15 by Ben.Marsh

	Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead.

Change 3088930 on 2016/08/15 by Ben.Marsh

	Remove circular include dependency from PhysX.

Change 3088935 on 2016/08/15 by Ben.Marsh

	OnlineSubsystemUtils: Move CPP files out of public header directory.

Change 3088965 on 2016/08/15 by Ben.Marsh

	Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules.

Change 3088966 on 2016/08/15 by Ben.Marsh

	Engine: Move CPP files out of public header directories.

Change 3089520 on 2016/08/15 by Ben.Marsh

	BuildGraph: Change documentation command to output markdown.

Change 3090299 on 2016/08/16 by Ben.Marsh

	D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation.

Change 3090303 on 2016/08/16 by Ben.Marsh

	Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue.

Change 3091861 on 2016/08/17 by Ben.Marsh

	Remove circular header dependencies, and fix ambiguous include paths in OSVR.

Change 3092068 on 2016/08/17 by Ben.Marsh

	Moving VulkanDynamicRHI into its own header.

Change 3093133 on 2016/08/18 by Ben.Marsh

	EC: Include additional context lines for Clang errors.

Change 3093147 on 2016/08/18 by Ben.Marsh

	UBT: Add an error message when attempting to do a single-file compile with the wrong target selected.

Change 3093228 on 2016/08/18 by Ben.Marsh

	Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config.

[CL 3093264 by Ben Marsh in Main branch]
2016-08-18 10:28:43 -04:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
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
Matt Kuhlenschmidt
e65a764c5f Fix GPU profiler not working in -game mode. Made task graph have its own style
https://jira.ol.epicgames.net/browse/UE-7607

[CL 2519177 by Matt Kuhlenschmidt in Main branch]
2015-04-21 09:55:33 -04:00
Jaroslaw Surowiec
3cfc715726 Visualizer tweaks, more elements can be displayed on screen now
[CL 2498396 by Jaroslaw Surowiec in Main branch]
2015-04-01 06:38:28 -04:00
Nick Atamas
f5e19bef14 Slate : RelativeLayoutScale is now computed in the SlatePrepass(). ComputeDesiredSize() now takes a float parameter. API-breaking change!
[CL 2406629 by Nick Atamas in Main branch]
2015-01-14 19:04:45 -05:00
Dan Hertzka
c042ddcb94 ---- Merging with SlateDev branch ----
Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI.

While asleep, Slate will skip the Tick & Paint pass for that frame entirely.
- There are TWO ways to "wake" Slate and cause a Tick/Paint pass:
    1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active.
        - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick.
    2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked.

- The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action.
    - Examples include animation, async operations that update periodically, progress updates, loading bars, etc.

- An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before.

- An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick()
    - There are THREE ways to unregister an active tick:
        1. Return EActiveTickReturnType::StopTicking from the active tick function
        2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick()
        3. Destroy the widget responsible for the active tick

- Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar
- There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed.
    - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f)

- The FCurveSequence API has been updated to work with the active tick system
    - Playing a curve sequence now requires that you pass the widget being animated by the sequence
    - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete
    - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end.

[CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -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
Wes Hunt
31e2bb00ac Removed a bunch of stuff from Slate standard include, created SlateBasics.h
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN

[CL 2329610 by Wes Hunt in Main branch]
2014-10-14 22:50:06 -04:00
Wes Hunt
71db3f3bad Change 2122846 on 2014/07/01 00:51:24 by Wes.Hunt@WHUNT-UE4-MAIN
#BUN UnrealMath updates
	* added RotationAboutPointMatrix
	* Added static Make() methods for the various derived FMatrix types. Allows single expressions that return an FMatrix so we don't have to rely on implicit conversion (which will break some generic programming).
	* Simplified the implementation of FQuat::MakeFromEuler.

Change 2122848 on 2014/07/01 01:04:31 by Wes.Hunt@WHUNT-UE4-MAIN

	Added SlateLayoutTransform to store a 2D translation and uniform scale (for FGeometry).
	#BUN Added SlateTransformCalculus for handling arbitrary transform manipulation. See documentation in header.

Change 2123889 on 2014/07/01 17:12:40 by Wes.Hunt@WHUNT-UE4-MAIN

	Remove unncessary use of FGeometry.

Change 2221407 on 2014/07/16 17:58:20 by Wes.Hunt@WHUNT-UE4-MAIN

	TransformCalculus changes
	* Move 2D versions of functions into SlateLayoutTransform header to separate it from the base 3D stuff.
	* FSlateLayoutTransform is scale then translate now instead of translate then scale.
	* TransformPosition -> TransformPoint
	* Added a version of Concatenate taking 4 transforms.
	* Update docs.

Change 2221408 on 2014/07/16 17:58:39 by Wes.Hunt@WHUNT-UE4-MAIN

	Adjustments to Slate headers and PCH

Change 2221409 on 2014/07/16 17:59:07 by Wes.Hunt@WHUNT-UE4-MAIN

	Transform calculus support for SlateRects

Change 2221459 on 2014/07/16 18:41:13 by Wes.Hunt@WHUNT-UE4-MAIN

	#BUN SWindow changes
	* Added GetLocalToScreenTransform. (Screen space == Desktop space)
	** Basically contains the ApplicationScale and Window offset from the desktop.
	* Added GetLocalToWindowTransform (Window space == Desktop space without the window offset)
	* Added GetClientRectInScreen
	** Allows code to know exactly WHERE the client rect is in the window.
	* Refactored GetWindowGeometryInScreen and GetWindowGeometryInWindow to use the new methods above.
	* SPopupLayer::OnArrangChildren refactored to clarify transformational spaces and use transformation calculus to do the work.
	** This fixes PopupLayer to correctly account for the scale of the widget it is presenting a popup for.
	** MenuAnchors that that create new SWindows still do no correctly account for scale.

Change 2221464 on 2014/07/16 18:45:25 by Wes.Hunt@WHUNT-UE4-MAIN

	Render Transforms initial checkin. Lots of cleanup to do, but this is functionally working for all basic widgets and draw elements in slate. Main feature todos:
	* restore pixel snapping.
	* handle clipping in the presence of rotation.

Change 2226298 on 2014/07/21 21:22:46 by Wes.Hunt@WHUNT-UE4-MAIN

	Use a better method to get the window's rectangle.

Change 2227809 on 2014/07/22 20:41:57 by Wes.Hunt@WHUNT-UE4-MAIN

	Add 2D version of TransformVector to SlateTransform.

Change 2232085 on 2014/07/25 16:32:15 by Wes.Hunt@WHUNT-UE4-MAIN

	Implement CPU pixel snapping even under render transform. This is pretty CPU intensive, but a reasonable POC.

Change 2232090 on 2014/07/25 16:33:10 by Wes.Hunt@WHUNT-UE4-MAIN

	Font cache fixes for padding.
	* Add 1 pixel of padding around all fonts.
	* Fix font cache to properly handle padding
	* Fix font cache to handle texture elements of zero size with non-zero padding.

Change 2232350 on 2014/07/25 19:50:11 by Wes.Hunt@WHUNT-UE4-MAIN

	#BUN Updated FSlateTextureAtlas padding logic.
	* Added ESlateTextureAtlasPaddingStyle which lets you choose from three atlasing padding styles:
	  * NoPadding - don't apply any padding (used to be Padding == 0).
	  * DilateBorder - copy border edges to apply 1-pixel padding (used to be Padding == 1).
	  * PadWithZero - expand 1-pixel border and fill it with zeros (new style).
	* removed notion of Padding > 1 pixel from atlasing. It wasn't useful as we don't support mips or aniso filtering.
	  * Also the existing code didn't actually handle Padding > 1.
	* FontCache now uses PadWithZero padding so upon zooming text, the edges get smoother.

Change 2237962 on 2014/07/31 02:17:28 by Wes.Hunt@WHUNT-UE4-MAIN

	TransformCalculus tweak.
	* Core Concatentate(T,T) no longer assumes the return type is T. Uses decltype(T.Concat(T)) instead.

Change 2237964 on 2014/07/31 02:21:31 by Wes.Hunt@WHUNT-UE4-MAIN

	#BUN Added a full suite of transform types for 2D transformations that are transform calculus aware:
	* FSlateScale2D
	* FSlateShear2D
	* FSlateQuat2D
	* FSlateMatrix2x2

	Added appropriate overloads and ConcatenateRules for all combinations, making them compatible with FSlateTransform and FSlateLayoutTransform.

	FSlateTransform is now implemented in terms of a decomposed Matrix3x2.

Change 2237972 on 2014/07/31 02:30:45 by Wes.Hunt@WHUNT-UE4-MAIN

	Remove 4x4 matrix from FSlateTransform

Change 2238004 on 2014/07/31 03:11:42 by Wes.Hunt@WHUNT-UE4-MAIN

	FSlateTransform -> FSlateRenderTransform.

Change 2238714 on 2014/07/31 15:16:18 by Wes.Hunt@WHUNT-UE4-MAIN

	#BUN Moved TransformCalculus into Core/Math.
	* Split into TransformCalculus, 2D, and 3D support.
	* FSlateRenderTransform is now just a typedef.
	* Renamed 2D transform types to remove "Slate" from their name.

Change 2240437 on 2014/08/01 19:08:59 by Wes.Hunt@WHUNT-UE4-MAIN

	Restore funky logic in deprecated FGeometry::MakeChild implementations.
	* legacy FGeometry::MakeChild functions took OffsetFromParent in the local space of the widget. This therefore CANNOT be the layout transform offset, because that needs to be in parent space for the transform of P * S + T to work correctly.
	* Therefore, the legacy functions now expect the ChildOffset to be in child space and re-apply the child scale to put them back into parent space.
	* This fixes the NodePanels to properly handle zooming around the mouse cursor point.

Change 2242769 on 2014/08/04 13:44:33 by Wes.Hunt@WHUNT-UE4-MAIN

	remove local layout transform storage from FGeometry.

Change 2242771 on 2014/08/04 13:45:59 by Wes.Hunt@WHUNT-UE4-MAIN

	Update Declarative syntax support to call it RenderTransform instead of Transform.

Change 2245872 on 2014/08/06 14:45:44 by Wes.Hunt@WHUNT-UE4-MAIN

	#BUN Add GetBottomRight function to FSlateRect.

Change 2246129 on 2014/08/06 17:32:04 by Wes.Hunt@WHUNT-UE4-MAIN

	SThrobber now supports render transforms.
	Key is to not use deprecated members of FPaintGeometry, which should be treated as immutable (at least public members shouldn't be modified withotu modifying the new members as well).

Change 2247782 on 2014/08/07 19:12:57 by Wes.Hunt@WHUNT-UE4-MAIN

	Clipping widgets now works under render transforms, FPaintGeometry legacy fixes.
	* Expanded FSlateVertex by 2 bytes to pass in local position.
	* Change clipcoords to be passed in local space.
	* Remove WorldPosition interpolator. Replaced by LocalPosition interpolator.

	FPaintGeometry fixes
	* FPaintGeometry now takes Size in LocalSpace unless using a legacy ctor. Avoid transform-and-back that was occurring when creating from an FGeometry, which already had it in local space, and rendering, which now wants it in local space.
	* FPaintGeometry again supports mutability when using legacy members (like DrawPosition). This allows legacy code to mutate an FPaintGeometry, which is committed to a render transform right before rendering.Hacky, but allows legacy code that treated FPaintGeometry as a plain-old-struct to work.
	* Removed a legacy ctor of FPaintGeoemtry that was not being used.

	Misc:
	* Turned off pixel snapping code in ElementBatcher because the FSlateVertex is doing it during construction.
	  * Still texture filtering artifacts to figure out, so the last word has not been spoken on this yet!
	* Tweaked FGeometry::MakeRoot to use the non-render transform ctor since it doesn't need to use it.
	* Removed /*WindowSpace*/ Size member from SlateDrawElement.
	* SlateDrawElement::GetRotationPoint vastly simplified by using Local space.
	* Moved slate cycle counters back to the top of the function in ElementBatcher.
	* Uninlined FSlateVertex ctors so I can tweak their rounding rules without a full recompile.

Change 2247790 on 2014/08/07 19:20:01 by Wes.Hunt@WHUNT-UE4-MAIN

	SSlider no longer uses MakeRotatedBox, correctly handles render transforms.
	* Now uses a render transform to draw a vertical slider handle instead of MakeRotatedBox.
	* Since we don't support layout transforms, we also have to adjust the clip rect to account for the render-only transform, and make it act like a layout transform.

Change 2249106 on 2014/08/08 19:13:21 by Wes.Hunt@WHUNT-UE4-MAIN

	Slate clipping now done in window space again.
	* This addresses subpixel jittering that occured on otherwise stable clip rects because local space was moving underneath, and transforming the clip rect to local space created occasional rounding errors.
	* Implemented a vectorized point-in-parallelogram check in the pixel shaders to do this. Now pass clip rect in slightly differently, and moved to a float16 to allow better clip precision under rotation. But the vertex data remains the same size.
	* Moved some more common transform work into FSlateVertex constructor to save duplication.
	* Removed construction of local clip rect as it's no longer needed except for text rendering.
	* Hoisted construction of local clip rect out of the text drawing character loop (whoops).
	* Precompute InverseLayoutTransform in draw code as we use that a lot now.
	* Fixed OGL renderer to work.

Change 2249123 on 2014/08/08 19:45:19 by Wes.Hunt@WHUNT-UE4-MAIN

	SProgressBar no longer uses a temporary PaintGeometry to create the inner clipping rect for drawing, it directly inflates the clipping rect now. Also tried to adjust the coords to reduce jitter in the one-pixel padding.

Change 2251914 on 2014/08/11 16:26:12 by Wes.Hunt@WHUNT-UE4-MAIN

	Fixing HitTest 2.0 to work with latest code.
	* Added AppendTransform to FGeometry to preserve immutability of the struct.

Change 2253023 on 2014/08/12 10:30:23 by Wes.Hunt@WHUNT-UE4-MAIN

	Fixing Slate RHI Renderer to use new screenspace clipping with render transforms.

Change 2253090 on 2014/08/12 11:36:16 by Wes.Hunt@WHUNT-UE4-MAIN

	Fix SClippingHorizontalBox to use immutable FGeometry position. Also fix to properly support scale in when it needs to clip children.

Change 2253701 on 2014/08/12 17:48:06 by Wes.Hunt@WHUNT-UE4-MAIN

	#BUN Round viewport rect instead of trunc to match how slate does it now (fixes 1:1 pixel error on SViewports). Need to abstract slate rounding internals so clients don't have to guess.

Change 2255403 on 2014/08/13 19:08:25 by Wes.Hunt@WHUNT-UE4-MAIN

	#BUN Added LayoutGeometry class.

Change 2255404 on 2014/08/13 19:10:40 by Wes.Hunt@WHUNT-UE4-MAIN

	#BUN Made FGeometry public members const to catch all mutating uses of them. Added some hacks in the implementation to make it backward compatible.

	Removed the AccumulatedLayoutTransform, since it was just a copy of AbsolutePosition and Scale. Now all code creates the layout transform on the fly from those members. Still functionally the same.

	Added support for MakeChild using FLayoutGeometry.

Change 2255405 on 2014/08/13 19:12:39 by Wes.Hunt@WHUNT-UE4-MAIN

	Changed SSplitter and Splitter2x2 to use FLayoutTransforms where possible. Now only calls ArrangeChildren() when rendering, avoiding accumulating the layout transforms and storing the render transforms altogether.

Change 2265162 on 2014/08/20 18:24:04 by Wes.Hunt@WHUNT-UE4-MAIN

	Implement MakeRotatedBox in terms of a render transform. Remove all shader code associated with rotating.

Change 2268034 on 2014/08/22 17:40:05 by Wes.Hunt@WHUNT-UE4-MAIN

	More 2D transform cleanup.
	* Removed a bunch of todo comments from the code, and converted them to more of a final form for main.
	* #BUN Removed FGeometry::CenteredPaintGeometryBelow as it was misleading, and users of the function were forced to mutate the resulting FPaintGeometry.
	* #BUN Removed FGeometry::GetRect() because it returned a rect in a weird space if the local scale != 1. Only one place in the code actually used it.

Change 2268096 on 2014/08/22 18:12:41 by Wes.Hunt@WHUNT-UE4-MAIN

	Clean up more stuff in FPaintGeometry.
	* #BUN Removed ToSlateRect and Identity().
	* Removed storage of accumulated layout transform, since DrawPosition and DrawScale implicitly stored it.
	* Removed a bunch of todo comments and converted them to a more final form.

Change 2270989 on 2014/08/25 15:48:46 by Wes.Hunt@WHUNT-UE4-MAIN

	Add support for Concatenate with 5 transforms.

Change 2271394 on 2014/08/25 19:12:53 by Wes.Hunt@WHUNT-UE4-MAIN

	#BUN Added an OffsetBy function to FSlateRect

Change 2271395 on 2014/08/25 19:13:56 by Wes.Hunt@WHUNT-UE4-MAIN

	Added a version of FSlateRotatedRect that uses regular floats, also added IsUnderLocation ToBoundingRect function for overlap testing.

Change 2271396 on 2014/08/25 19:14:38 by Wes.Hunt@WHUNT-UE4-MAIN

	HitTest 2.0 now works with render transforms.

#codereview:matt.kuhlenschmidt,nick.atamas

[CL 2276499 by Wes Hunt in Main branch]
2014-08-28 14:29:46 -04:00
Nick Atamas
978a62ee0f Slate Hittesting 2.0 : Hittesting no longer bound to logical widget hierarchy.
Merged from usr/Nick.Atamas/UE4_SlateDev => /UE4

[CL 2228155 by Nick Atamas in Main branch]
2014-07-23 08:23:21 -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
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00