Commit Graph

23 Commits

Author SHA1 Message Date
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
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
James Golding
695a0df1ef Rename 'Create Copy' to 'Duplicate' in Content Browser
#codereview matt.kuhlenschmidt

[CL 2280530 by James Golding in Main branch]
2014-09-01 12:05:21 -04:00
Max Preussner
f167dce37e Slate: Moved TestSuite and ColorPicker into new module AppFramework
The AppFramework module is intended to be used for compound widgets and UI related classes that are too specific (not basic enough) for Slate, but also not Editor specific (reusable in non-Editor applications and games). The test suite has been moved in its entirety for now, but core widget specific test classes will eventually be split off and moved back into Slate, so that they can live alongside of their corresponding widgets.

Other changes:
- moved to "include what you use" scheme for SColorPicker
- broke out color picker related widgets that may be reusable
- added forward declarations to reduce header include dependencies

#CodeReview: saul.abreu

[CL 2275496 by Max Preussner in Main branch]
2014-08-27 20:35:19 -04:00
James Moran
0d6d48406c Making Chunk assignment context menu options experimental.
TTP#344152

#codereview matt.kuhlenschmidt, josh.adams

[CL 2265881 by James Moran in Main branch]
2014-08-21 09:29:04 -04:00
Marc Audy
0608f74824 Display Blueprint documentation links even if there is no documentation for the Actor class
Distinguish label for different types on the Blueprint documentation link

[CL 2253039 by Marc Audy in Main branch]
2014-08-12 11:00:29 -04:00
Marc Audy
935643a98c Blueprint documentation links link to both the class it inherits from and Blueprint system documentation
Documentation links for blueprints are split to go specific graph type (Macros, Interfaces, Function Library)
Factories can specify specific pages or excerpts that are different than the default ones for their Supported Class (in the same way they can override the tooltip text)

[CL 2252959 by Marc Audy in Main branch]
2014-08-12 09:31:30 -04:00
Josh Markiewicz
c18a424666 Weekly Fort Dev -> Main integration from UE4-Fortnite-CL-2245134
MCP
 "app" : "fortnite",
  "moduleName" : "Fortnite-PublicService",
  "branch" : "TRUNK",
  "build" : "306",
  "cln" : "2245028",
  "version" : "UNKNOWN"

[CL 2247600 by Josh Markiewicz in Main branch]
2014-08-07 17:34:29 -04:00
Marc Audy
e8bd142869 Change Full documentation -> View Documentation
Add documentation anchor icon next to View Documentation

[CL 2244754 by Marc Audy in Main branch]
2014-08-05 17:12:02 -04:00
Andrew Brown
1b2040bf7b Folder Rename can now be done in the Content Browser Path View
#ttp 342267 - Editor Usability: Select a folder in Content Browser and pressing F2 to rename it, triggers a rename of an actor or asset instead!

#branch UE4

SContentBrowser
Added functions for Can/Execute Rename/Delete which forward to the active context menu
Moved Rename/Delete bind commands to the content browser, so it can forward the request to the correct context menu
(this was necessary as it wasn't possible to bind to both context menus without the code complaining about it already being bound)
Modified GetFolderContextMenu to take an extra param to indicate whether it was the path view or asset view which called it - it then uses this to clear the asset view selection when the path view context menu is requested - we can then use the selection information to determine which context menu was opened later on when processing rename/delete (ideally it should clear when the path view recieves focus, but that's harder to determine).

FAssetContextMenu
Made Can/Execute Rename/Delete public - so they can be called by the Content Browser
Removed BindCommands as it's no longer needed
Removed condition for adding Rename to the menu, as it now always is and is greyed out if not possible.

FPathContextMenu
Added delegate for when rename folder is requested - the same as FAssetContextMenu
Added handling for whether folder renaming is possible, and executing.
Removed condition for adding Rename to the menu, as it now always is and is greyed out if not possible.
Fixed issue with Delete not mapping to keyboard shortcut

SPathView
Added function to rename folder (similar to SAssetView)
Fixed issue with VerifyFolderNameChanged not generating the correct path when checking to see if a folder exists (it was previous just checking to old path - which would always return true).
Modified FolderNameChanged to take 'OldPath' as a param (inline with the delegate change). This function is called when a folder is created or renamed... if it's the latter it has to handle moving the contents of the folder to the new location, which it could only do if it knew where the previous location was (again, similar to SAssetView)

SAssetTreeItem
Added extra param to FOnNameChanged (OldPath) - so we can move assets when a folder is renamed

FTreeItem
Renamed variable bNewFolder to bNamingFolder - as it's true whenever the folder is being named, not just when it's new

reviewed by Thomas.Sarkanen

[CL 2239648 by Andrew Brown in Main branch]
2014-08-01 05:51:26 -04:00
Marc Audy
c3d3d85aeb Add go to C++ file and documentation to right clicking on content browser assets
[CL 2237600 by Marc Audy in Main branch]
2014-07-30 17:50:36 -04:00
Michael Trepka
5bd6255fde More Clang compile warning fixes
[CL 2237347 by Michael Trepka in Main branch]
2014-07-30 14:51:27 -04:00
Dan Oconnor
24701a8945 #ue4 first pass of moving mereg tool into blueprint editor, still has tab restoring issues.. disabled by EnableAssetMerge ini flag
[CL 2176560 by Dan Oconnor in Main branch]
2014-07-08 18:23:08 -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
Thomas Sarkanen
e27e005773 Source control copies now integrate/copy instead of Delete + Add
TTP# 334923 - EDITOR: Perforce Integration (Move -> Delete + Add instead of Integrate)

New API: Added ISourceControlRevision::GetBranchSource.
Made sure the P4 and SVN providers perform integrates/copies so that history is maintained across file copies & moves.
Also fixed SCC icons not refreshing sometimes until source control operation has completed.
Added new branch icon.
Fixed date display in history.
This required some fairly nasty fixup to get it all working within the Editor copy code path, but the majority of the changes are in the source control providers.

reviewed by Andrew.Brown

[CL 2095604 by Thomas Sarkanen in Main branch]
2014-06-05 12:10:47 -04:00
Bob Tellez
ee55183e2b UE4: Removed many unnecessary checks in the editor to special-case assets found in umap files.
[CL 2073723 by Bob Tellez in Main branch]
2014-05-14 22:02:10 -04:00
Marc Audy
72c1271b72 Minor GWorld cleanup
[CL 2052582 by Marc Audy in Main branch]
2014-04-23 19:58:21 -04:00
Bob Tellez
cb0d843336 UE4: Finding world assets in explorer now properly uses the .umap extension
[CL 2047364 by Bob Tellez in Main branch]
2014-04-23 19:06:37 -04:00
Thomas Sarkanen
d5f6456c9a #summary Added ability to sync directories from source control in the Editor.
#ttp 331349 	Editor: Source Control: Request for ability to sync directories in the Editor
#add 	Added new menu option to sync a directory from the path/asset view.
#change 	Changed P4 sync command to append '...' to directory arguments, so subdirectories are also processed.
#fix 	Fixed Subversion file status being incorrectly reported on Editor startup for statuses that require server access (lock, sync etc.).
#change 	Changed PackageTools::UnloadPackages to return an error message. This avoid multiple popup messages. Also fixed issue where an unload could fial to unload a package (because it wasnt loaded in the first place) and then fail to sync because of it.
reviewed by 	Andrew.Brown

[CL 2046626 by Thomas Sarkanen in Main branch]
2014-04-23 18:51:56 -04:00
Thomas Sarkanen
c9179dae1f #summary Prevented engine content from appearing in "Submit To Source Control..." dialog when it shouldnt.
#ttp 331118 	LIVE: Editor: Source Control: Engine content is displayed in Check In dialog
#add 	Added a CanAdd() function to the source control state API & implemented this for both providers.
#change 	Changed asset context menu to restrict operations that can be performed based on the new information provided by CanAdd().
#fix 	Fixed a terrible bug in the SVN provider where only the first batch of 50 files would have their status returned correctly.
reviewed by 	Andrew.Brown

[CL 2043041 by Thomas Sarkanen in Main branch]
2014-04-23 18:13:09 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
TimSweeney
3a75fe0114 Engine source (Main branch up to CL 2027006) 2014-03-15 01:14:25 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00