- 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]
- Folder hotkeys (rename, delete) work properly in path view
- Deleting and renaming folders in asset view doesn't reset the asset view scope
- Deleting the open folder returns scope to the Game folder (no longer disables "New" and "Import")
[CL 2286985 by Dan Hertzka in Main branch]
#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]
Missing a trailing slash caused path matching to fail, so added slash and check for root mapping.
TTP# 337724 - CRASH: EDITOR: Syncing the game or editor folders within the editor will cause a crash to occur
reviewed by Andrew.Rodham
[CL 2099146 by Thomas Sarkanen in Main branch]
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]
#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]