Commit Graph

90 Commits

Author SHA1 Message Date
Martin Mittring
af9bd59031 minor color adjustments to the assets (desaturated, RED could be perceives as error)
[CL 2324295 by Martin Mittring in Main branch]
2014-10-09 12:44:54 -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
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
Ori Cohen
0c37663eeb remove destructible mesh from engine header and add it where it's actually used
[CL 2317570 by Ori Cohen in Main branch]
2014-10-02 13:50:40 -04:00
Michael Noland
928559eaa0 Editor: Coding-standards fixes (TypeName [*|&] VariableName -> TypeName[*|&] VariableName)
[CL 2316341 by Michael Noland in Main branch]
2014-10-01 14:45:23 -04:00
Andrew Brown
f248a306fc Added event when a import fails, with extension information
#ttp 344941 - Record Import failed events when users drag unsupported formats into the content browser

#branch UE4

reviewed by Thomas.Sarkanen

[CL 2305533 by Andrew Brown in Main branch]
2014-09-22 10:12:38 -04:00
Marc Audy
b9e437c510 Remove UFactory::ValidGameNames, any such factory should not be in shared code
[CL 2304891 by Marc Audy in Main branch]
2014-09-21 20:34:09 -04:00
Lina Halper
4ab9d16440 Remove unnecessary file include
[CL 2300394 by Lina Halper in Main branch]
2014-09-16 20:12:55 -04:00
Lina Halper
17860d4d88 Reverting wrong change and fixing compile error
[CL 2300392 by Lina Halper in Main branch]
2014-09-16 20:12:44 -04:00
Lina Halper
47067096f6 - Fixed the window to function again without being modal
- Fixed issue with when non-existing node convert between

[CL 2300181 by Lina Halper in Main branch]
2014-09-16 17:47:16 -04:00
Olaf Piesche
081c5e1d85 New Niagara effect class, factory, asset type actions and surrounding infrastructure plus a skeleton editor; bit of cleanup and removal of unnecessary opcodes from the VM. Moved particle data into its own class for separate and easier buffer management.
[CL 2300011 by Olaf Piesche in Main branch]
2014-09-16 16:11:48 -04:00
Lina Halper
a23a5bff30 Retarget window cleanup
- Added viewport
- Added option to show only compatible ones - on by default

[CL 2298990 by Lina Halper in Main branch]
2014-09-15 21:13:36 -04:00
Michael Trepka
4b44a24bb6 Fixed Clang compile error
[CL 2295225 by Michael Trepka in Main branch]
2014-09-12 11:56:07 -04:00
Lina Halper
1ed6aaa87d - Animation Retargeting offline solution using rig
- Rig asset/Customization
- Retargeting Manager
- Support retargeting using the data

[CL 2295182 by Lina Halper in Main branch]
2014-09-12 11:37:36 -04:00
Lina Halper
acfa00ef29 Fixed crash happening with curves when converting from one skeleton to another skeleton
#code review: Benn.Gallagher

[CL 2283091 by Lina Halper in Main branch]
2014-09-03 11:52:14 -04:00
Eric Newman
4177fb347e Weekly merge of UE4-Fortnite-To-UE4 using CL# 2271452
[CL 2276663 by Eric Newman in Main branch]
2014-08-28 16:05:15 -04:00
Dan Oconnor
7e5f8ef155 #UE4 quick fix to keep package from showing up when loaded from history
TTP#344630

[CL 2274791 by Dan Oconnor in Main branch]
2014-08-27 14:29:06 -04:00
Bob Tellez
be91d790da UE4: You can now choose to open the same world in the level editor as the one that is currently there. It will reload the asset, just like how it used to. TTP#344522
[CL 2272578 by Bob Tellez in Main branch]
2014-08-26 15:01:31 -04:00
Martin Mittring
c1eeb4a51f * nicer subsurface profile asset color
[CL 2266294 by Martin Mittring in Main branch]
2014-08-21 14:24:07 -04:00
Martin Wilson
e836944447 Fix crash when retargetting assets that have no skeleton
#codereview Lina.Halper

[CL 2264392 by Martin Wilson in Main branch]
2014-08-20 12:08:02 -04:00
Mike Beach
09103722d9 Fixing crash with new blueprint menu system; ensuring that new blueprints are added to the asset registry before being opened in the editor.
[CL 2258084 by Mike Beach in Main branch]
2014-08-15 11:47:59 -04:00
Maciej Mroz
19650e3bde ttp343706 CRASH:EDITOR: Editor Crashes when attempting to open BP_Soldier (User asset)
[CL 2255141 by Maciej Mroz in Main branch]
2014-08-13 16:29:39 -04:00
Bob Tellez
e5e16eadff [AUTOMERGE]
UE4: Consolidated worldassets command line checks to a static function in editorengine and one in the asset registry. This will make it easier to enable

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2255048 by Bob.Tellez on 2014/08/13 15:19:54.

[CL 2255061 by Bob Tellez in Main branch]
2014-08-13 15:24:26 -04:00
Mikolaj Sieluzycki
4f40175cb6 Engine.h/EnginePrivate.h cleanup - delegate bindings.
[CL 2251079 by Mikolaj Sieluzycki in Main branch]
2014-08-11 03:23:38 -04:00