Commit Graph

12 Commits

Author SHA1 Message Date
aditya ravichandran
525710df58 Fix spacing/padding issues on Landscape Mode Spline Details Customization
#rb lauren.barnes
#jira UE-129824
#preflight 61a684716c7d8a7295eac9bb

#ROBOMERGE-AUTHOR: aditya.ravichandran
#ROBOMERGE-SOURCE: CL 18331272 in //UE5/Release-5.0/... via CL 18331345
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18331390 by aditya ravichandran in ue5-release-engine-test branch]
2021-11-30 15:55:00 -05:00
Patrick Enfedaque
14b4b2a11a Landscape WorldPartition support: New ALandscapeSplineActor which is indepedent of ALandscapeProxy and implements new ILandscapeSplineInterface to support existing data prior to WP worlds.
- Non WP worlds still use the ALandscapeProxy as a ULandscapeSplinesComponent container
- WP worlds create one ALandscapeSplineActor per Spline that have their own bounds (so they can be loaded properly based on that)

#rb richard.malo, sebastien.lussier

[CL 14806261 by Patrick Enfedaque in ue5-main branch]
2020-11-23 08:28:12 -04:00
patrick enfedaque
377d12244a Add Owner Textbox of Selected Spline Control Points/Segments in Details Panel
[FYI] chris.kay
#rb sebastien.lussier


#ROBOMERGE-SOURCE: CL 11166494 via CL 11166577 via CL 11166608
#ROBOMERGE-BOT: (v640-11091645)

[CL 11168520 by patrick enfedaque in Main branch]
2020-01-29 16:58:07 -05:00
ryan durand
627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00
patrick enfedaque
78a5d8b421 Add FlipSegment Button (for existing 'F' shortcut)
#rb sebastien.lussier
[FYI] robert.osborne
#rnx


#ROBOMERGE-SOURCE: CL 10638119 via CL 10638121
#ROBOMERGE-BOT: (v609-10634694)

[CL 10638124 by patrick enfedaque in Main branch]
2019-12-10 13:51:47 -05:00
patrick enfedaque
e40148dc4a - Fix Move to current level not dealing properly with SplineMesh and ControlPointMesh
- Add new Update Spline Mesh Levels button to clean messed up LandscapeSpline Mesh data

#rb richard.malo


#ROBOMERGE-SOURCE: CL 8384039 via CL 8384661
#ROBOMERGE-BOT: (v403-8382528)

[CL 8384758 by patrick enfedaque in Main branch]
2019-08-30 12:36:37 -04:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -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
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
Gareth Martin
813e1be2ce Moved implementation details of the Landscape Editor into the Private folder
[CL 2621993 by Gareth Martin in Main branch]
2015-07-15 13:17:19 -04:00