Commit Graph

542 Commits

Author SHA1 Message Date
Max Preussner
976034aede Messaging: Replaced namespaced enums with enum classes
[CL 2326173 by Max Preussner in Main branch]
2014-10-10 20:14:08 -04:00
Graeme Thornton
dc7e506d61 FPrimitiveSceneProxy::GetScene() now returns a reference to the FScene. Lots of code assumes the existance of a scene, so this cements this. Added a check() that the scene is valid when creating the proxy.
[CL 2325472 by Graeme Thornton in Main branch]
2014-10-10 09:36:26 -04:00
Dan Hertzka
7d053de086 Asset context menu refactor & polish
- Duplicate now works properly in the asset view.

- Consolidated common asset actions into the asset context menu and removed the duplicate code from all asset type actions that had implemented them. The affected actions are Edit, Reimport, Find in Explorer, and Open in External Editor. The latter three actions are only visible for imported assets.

- Added IsImportedAsset() and GetSourceFilePaths() to IAssetTypeActions for use by the context menu.

- Compressed the bottom matter on the context menu by removing section headers and compressing Source Control options into a sub-menu (when connected, otherwise there's just a "connect" menu entry).

- Added lots of icons! (The missing ones are TTP'd)

- Fixed FAssetEditorManager::OpenEditorForAssets to work in a useful fashion. IAssetTypeActions::OpenAssetEditor() already took in a UObject array, so it is up to the class's asset type actions to decide how to handle editing multiple assets. (It appeared to be before, but wasn't really).

- Removed the "Details" option from the context menu (since it's redundant when there's a guaranteed "Edit" option)

- Consolidated all skeleton-related actions into AnimationEditorUtils and removed the duplicate code from FAssetTypeActions_SkeletalMesh and FAssetTypeActions_Skeleton

- Compressed the Paper2D sprite options for textures into a submenu

- Renamed "New" to "Create" in content browser

[CL 2324288 by Dan Hertzka in Main branch]
2014-10-09 12:35:10 -04:00
Dan Hertzka
f3092790eb Window menu refactor & polish
- Window menu is now sectioned and labeled based on the current editor. There's now a local workspace root member in FTabManager and a workspace category in FAssetEditorToolkit (both are FWorkspaceItem objects). Individual editors attach their local category to the tab manager's local root. Workflow app modes have their own category members that are swapped out when the mode changes.

- Finally, the AssetEditorCategory of FWorkspaceMenuStructure has been removed entirely.

- Replaced the AddMenuSeparator() call in FTabManager::PopulateSpawnerMenu_Helper() with a section of the same title as the workspace category.

- Tab spawner menu entries for the local editor now properly show the icon of the associated tab. To accomplish this it was necessary to change FWorkflowTabFactory::TabIcon to be an FSlateIcon instead of an FSlateBrush*. All factory instances have been updated accordingly.

- Added & updated lots of icons! (those missing will be TTP'd)

- The nomad tab spawner section (named "General" in the menu) has been largely compressed into the Developer Tools submenu, which has also been organized into sections for readability.

- Unreal frontend options were also moved into a context menu within the General section

- Moved all experimental tools to their own section of the Window menu. When they're no longer experimental they should register as nomads in the appropriate category

- Undo history now under Edit menu

[CL 2324285 by Dan Hertzka in Main branch]
2014-10-09 12:34:55 -04:00
Max Preussner
4766ae4a3e PluginEditor: Burst upgrades; added documentation links
[CL 2322900 by Max Preussner in Main branch]
2014-10-08 13:14:41 -04:00
Max Preussner
cbca578a36 PluginsEditor: Code cleanup pass
- local callback to lambda
- NULL to nullptr

[CL 2322799 by Max Preussner in Main branch]
2014-10-08 11:49:20 -04:00
Andrew Rodham
4ad1b987fc Improved progress reporting in the editor
FScopedSlowTask has been refactored to better allow for nesting of slow operations. This allows us to cascade nested scopes and provide accurate feedback on slow tasks. FScopedSlowTasks now work together when nested inside sub functions. Break up long functions that contain calls to multiple nested FScopedSlowTasks with FScopedSlowTask::EnterProgressFrame().

Example Usage:
void DoSlowWork()
{
    FScopedSlowTask Progress(2.f, LOCTEXT("DoingSlowWork", "Doing Slow Work..."));
    // Optionally make this show a dialog if not already shown
    Progress.MakeDialog();

    // Indicate that we are entering a frame representing 1 unit of work
    Progress.EnterProgressFrame(1.f);

    // DoFirstThing() can follow a similar pattern of creating a scope divided into frames. These contribute to their parent's progress frame proportionately.
    DoFirstThing();

    Progress.EnterProgressFrame(1.f);
    DoSecondThing();
}

This addresses TTP#338602 - NEEDS REVIEW: Editor progress bars nearly always just show 100%, don't offer useful indication of progress

[CL 2322391 by Andrew Rodham in Main branch]
2014-10-08 04:42:34 -04:00
Max Preussner
642fdf733e Media: Code cleanup pass
[CL 2322068 by Max Preussner in Main branch]
2014-10-07 20:15:23 -04:00
Max Preussner
7ee1bdadf7 Media: Fixed Movie does not play after reset to default and adding back in (TTP# 348603)
[CL 2322059 by Max Preussner in Main branch]
2014-10-07 19:55:16 -04:00
Fred Kimberley
27c0402283 Integrating changes from the Fortnite branch up to CL 2318231.
Merging using UE4-Fortnite-To-UE4

[CL 2321212 by Fred Kimberley in Main branch]
2014-10-07 09:53:56 -04:00
Graeme Thornton
74f9da32d7 Mobile Preview - Removing GRHIShaderPlatform
#codereview Nick.Penwarden

[CL 2321148 by Graeme Thornton in Main branch]
2014-10-07 08:46:39 -04:00
Thomas Sarkanen
a758fdcb30 Do not include BOM signature in non-ASCII commit messages to subversion.
Commit messages now do not include ? leading character as BOM is no longer included.

GitHub pull request #472

https://github.com/EpicGames/UnrealEngine/pull/472

reviewed by steve.robb

[CL 2317249 by Thomas Sarkanen in Main branch]
2014-10-02 10:51:56 -04:00
Mikolaj Sieluzycki
c92ca070d1 Move references to UObjects from FCoreDelegates to FCoreUObjectDelegates
TTP #343071 CORE: FCoreDelegates should not have references to UObjects.
#codereview Robert.Manuszewski

[CL 2317144 by Mikolaj Sieluzycki in Main branch]
2014-10-02 06:13:35 -04:00
Max Preussner
4f19a559e3 Messaging: Implemented message data panel
[CL 2316689 by Max Preussner in Main branch]
2014-10-01 18:21:06 -04:00
Max Preussner
661d24ddf0 Messaging: Documentation fix & cosmetic changes
[CL 2316681 by Max Preussner in Main branch]
2014-10-01 18:16:08 -04:00
Max Preussner
9b33bd0862 Messaging: Removed EditorStyle dependencies from Messaging Debugger
#CodeReview: justin.sargent

[CL 2316205 by Max Preussner in Main branch]
2014-10-01 13:14:35 -04:00
Michael Noland
63505f5f41 Plugins: Coding-standards fixes (TypeName [*|&] VariableName -> TypeName[*|&] VariableName)
[CL 2315533 by Michael Noland in Main branch]
2014-10-01 01:26:39 -04:00
Max Preussner
5dc3ca763e Messaging: Commented out PropertyEditor dependencies in Messaging Debugger
We cannot use the property editor until is refactored and decoupled from the Editor.

#CodeReview: justin.sargent

[CL 2315248 by Max Preussner in Main branch]
2014-09-30 19:04:43 -04:00
Steve Robb
dc958ba860 Variadic template implementation of delegates.
* Variadic version is compiler-switched on variadic template support.
* Variadic version doesn't repeatedly include lots of the same headers to generate code.
* Tidying up of some original delegate stuff.
* Removed return type from lambda in K2Node_TemporaryVariable which was causing a Clang ICE.
* TTuple, TIntegerSequence and associated functionality - generic, but currently only implementation details of delegates and not yet for use in general code because there is no non-variadic version of them.
* MessageRouter and MessageTracer updated to use an actual delegate instead of implementation-specific identifiers.
* TTypeWrapper and TUnwrapType added to aid 'recursive' template definitions.
* C4373 disabled on VC - was only hitting this warning during development, but it's good to disable it anyway, as it's a 'this code is now standard' warning.

#codereview robert.manuszewski,mike.fricker,max.preussner,gareth.martin

[CL 2312735 by Steve Robb in Main branch]
2014-09-29 07:29:14 -04:00
Jaroslaw Palczynski
65ba5d456f TArray documentation and a coupld of methods deprecation.
Changes mostly in Array.h. The changes in other files are only renames for deprecated functions.

[CL 2312616 by Jaroslaw Palczynski in Main branch]
2014-09-29 04:23:44 -04:00
Jaroslaw Palczynski
78f6bf5355 [GitHub] 337 : Add module gen include dir to ShouldExportClassesForModule
#ttp 343350

[CL 2312600 by Jaroslaw Palczynski in Main branch]
2014-09-29 04:03:28 -04:00
Max Preussner
6510058ee7 Core: Moved Json out of Core and into its own module
The main changes are as follows:

1. moved Json out of Core into own module 'Json'
2. moved 3 i10n classes (Json serializers) from Core into a new module 'Internationalization' *
3. fixed up 2 i10n classes in Core to not instantiate the 3 Json-based classes. instead they are now passed in as a dependency

*) (2) and (3) were required to decouple the I10n code in Core from Json. Much of the i10n code probably doesn't belong into Core in the first place, but there is no time to fix this right now.

The following cosmetic changes were also made:

- NULL to nullptr
- namespaced enums to enum classes
- renamed the three i10n Json serializer classes to comply with naming conventions
- removed file header comments (not used)
- documentation, spelling, spacing etc,

#UpgradeNotes: If your module is including Json.h then you have to add 'Json' to your Build.cs module dependencies.

#ReviewedBy: justin.sargent, saul.abreu

[CL 2310420 by Max Preussner in Main branch]
2014-09-25 18:03:04 -04:00
Michael Noland
ae66d9fe2d Paper2D: Remove incorrect bWillEverBeLit=false in 2D sprite render scene proxies
[CL 2310363 by Michael Noland in Main branch]
2014-09-25 17:32:56 -04:00
Dinesh Kumar
c5f2501343 Paper2D: Fixed edge selection when editing geometry
[CL 2309945 by Dinesh Kumar in Main branch]
2014-09-25 12:01:37 -04:00
Michael Noland
1d4716a585 Paper2D: Add the ability to edit the default collision profile for new actor instances in the sprite asset editor
[CL 2309134 by Michael Noland in Main branch]
2014-09-24 21:43:04 -04:00