Commit Graph

191 Commits

Author SHA1 Message Date
Andrew Rodham 525b290de8 More work to tidy up the target hardware section of the project settings
Applied settings are now written as a string rather than an int
Also added UObject::GetDefaultConfigFilename()

[CL 2305291 by Andrew Rodham in Main branch]
2014-09-22 09:41:38 -04:00
Michael Noland d01f8b5283 Core: Remove unused bChangesTopology member from FPropertyChangedEvent and removed most uses, in preparation for deprecating the three-argument constructor
#codereview matt.kuhlenschmidt

[CL 2304635 by Michael Noland in Main branch]
2014-09-19 19:00:52 -04:00
Michael Noland 73c186f78f Editor: Add tooltips to 'hardware target' combo boxes and rename settings page "Target Hardware" (was "Hardware Targeting")
[CL 2304573 by Michael Noland in Main branch]
2014-09-19 18:15:39 -04:00
Michael Noland 859c0fe02a Editor: Various settings editor fixes
- Fix SSettingsEditor reload config object regression
- Remove double-padding when editing a settings page that has a checkout prompt
- Fix pending hardware targeting settings not showing up if you change pages and come back
- Fix height pop in SSetingsEditorCheckoutNotice when status query finishes

[CL 2303657 by Michael Noland in Main branch]
2014-09-19 00:46:17 -04:00
Michael Noland f9a1a1361f Editor: Update hardware targetting to use SSettingsEditorCheckoutNotice and devolved much of the bookkeeping in SSettingsEditor into SSettingsEditorCheckoutNotice
#codereview andrew.rodham

[CL 2303634 by Michael Noland in Main branch]
2014-09-19 00:01:10 -04:00
Michael Noland 5ad95edd6c Editor: Source control integration and styling improvements for hardware targeting settings (WIP)
#Unshelved from pending changelist '2302592' and modified
#codereview andrew.rodham

[CL 2303502 by Michael Noland in Main branch]
2014-09-18 22:10:53 -04:00
Lina Halper 5827f8cff5 # retargeting clean up
- changed rigcontrol to trasnformbase as right now it only does transform base, and in the future we should add more controllers
- added clear bone name
- added "reset base pose" option for opting back to original mesh pose
- fixed so that rig nodes doesn't have to be mapped

[CL 2302778 by Lina Halper in Main branch]
2014-09-18 13:59:36 -04:00
Michael Noland f9a1aaecb1 Editor: Hardware target settings application WIP
- Add a settings builder/gatherer class that either builds a description of what the meta-settings will change, or actually applies the changes
- Display the pending changes
- First pass on actual settings controlled by the hardware+graphics level meta-settings (very WIP)
#codereview andrew.rodham

[CL 2302104 by Michael Noland in Main branch]
2014-09-18 01:29:26 -04:00
Zak Middleton c449e153c6 #ue4 - Rename USpringArmComponent::bUsePawnViewRotation to bUsePawnControlRotation. Rename UCameraComponent::bUsePawnViewRotation to bUsePawnControlRotation.
[CL 2301523 by Zak Middleton in Main branch]
2014-09-17 16:07:25 -04:00
Nick Darnell b27e9f4b21 UMG - The slate brush customization now shows images differently than border/box in the little preview image.
[CL 2301442 by Nick Darnell in Main branch]
2014-09-17 15:27:38 -04:00
Benn Gallagher 94dd95b521 FBX UI refactor for NUX. Removed old UI and replaced with a more flexible and extensible version based on details panels.
#codereview lina.halper matt.kuhlenschmidt

[CL 2301098 by Benn Gallagher in Main branch]
2014-09-17 11:51:24 -04:00
Jamie Dale b1076751ff Made FName case-preserving by storing case-variant strings in its string table
This is controlled by the macro "WITH_CASE_PRESERVING_NAME", which is currently just set to "WITH_EDITORONLY_DATA" so that it works in editor builds (and UHT).

Added an extra NAME_INDEX entry to FName to store a second string table index for a case-variant string. The previous Index value (now called ComparisonIndex) is still used for comparison purposes (as FNames are still case-insensitive).

The Init process for an FName now works like this:
 1) It will find or add a string table entry for the given string (not matching case) - this entry index is stored in ComparisonIndex.
 2) It will then compare the string table entry string against the given string (matching case) to see if it also needs to add a case-variant entry for the FName.
 3) If it does, it finds or adds a second string table entry (matching case) for the string - this entry index is stored in DisplayIndex.

Hard-coded FNames (those listed in UnrealNames.h) do not support case-variants (due to existing network replication rules for hard-coded FNames), so they skip steps 2 and 3.

I added FMinimalName, which is the same size as FName was previously. This shouldn't really be used (and as such, is deliberately awkward to make/use) as it loses the case-preserving behaviour of FName, however it was required for some things (like stats) that had a hard-coded upper limit on FName size.

I added FScriptName, which always contains the extra display index (even when WITH_CASE_PRESERVING_NAME is disabled). This is used by Blueprint bytecode, as the types used by Blueprint bytecode must be a consistent size between all build configurations.

Other changes:

 - Fixed up any places that were passing an Index into the FName constructor which was supposed to take an EName.
     - Some places were doing this to make the number unique when replicating an object, but this was losing the case-variant information, so I had to fix them.
     - FName will now assert if the EName constructor is used with an value outside the range of hard-coded FNames.

 - Ensured that assets, actors, and blueprint components could all be renamed in a way that only changed their case, and that these changes were correctly persisted.

 - Added FLinkerNamePairKeyFuncs and TLinkerNameMapKeyFuncs for use with TSet and TMap.
     - These allow ULinkerSave and ULinkerLoad to correctly write out case-variants for FNames, and also fixes an issue where the linker would erroneously write out duplicate string table entries for FNames which had a different number (causing package bloat).

 - Bumped VER_MIN_SCRIPTVM_UE4 so that all Blueprint bytecode is recompiled using FScriptName.

ReviewedBy Robert.Manuszewski, Gil.Gribb

[CL 2300730 by Jamie Dale in Main branch]
2014-09-17 05:24:55 -04:00
Zak Middleton 1880b8c440 #ue4 - Rename CameraComponent.bUseControllerViewRotation to bUsePawnViewRotation, and change its default to false.
- Also rename SpringArmComponent.bUseControllerViewRotation to bUsePawnViewRotation for consistency (default was already false).

- IMPORTANT UPGRADE NOTE: C++ projects using CameraComponents should ensure that they initialize bUsePawnViewRotation with the correct value if previously there was no initialization, since the default behavior has changed.
- The correct way to be backwards-compatible for CameraComponents is demonstrated in the C++ project templates:
   - add "_DEPRECATED" to any initialization of bUseControllerViewRotation (which becomes bUseControllerViewRotation_DEPRECATED).
   - add initialization of bUsePawnViewRotation to your desired default value.
   - if there was no previous initialization of bUsePawnViewRotation in code, then you MUST add initialization to "true" if you wish to maintain the same behavior as before (since the default has changed).

[CL 2298842 by Zak Middleton in Main branch]
2014-09-15 18:02:55 -04:00
Nick Darnell 61a350ac9c UMG - Slate color customization now has a way to toggle the 'Use Foreground' flag using the new inherit checkbox.
[CL 2298359 by Nick Darnell in Main branch]
2014-09-15 13:16:46 -04:00
Lina Halper 6ed56e68e7 - Fixed tooltip
- Fixed undo with rig set up

[CL 2295712 by Lina Halper in Main branch]
2014-09-12 17:56:56 -04:00
Lina Halper 0e69eaa43b Fix non-unity
[CL 2295330 by Lina Halper in Main branch]
2014-09-12 13:31:33 -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
Nick Darnell be851a4b63 UMG - We no use the publically exposed slate brush customization in UMG to override it so that the preview is not displayed in UMG, but still displayed for brush assets.
[CL 2293765 by Nick Darnell in Main branch]
2014-09-11 10:53:56 -04:00
Nick Darnell 88e0f79938 UMG/Editor - The slate brush customization is now a publically reusable customization.
[CL 2293667 by Nick Darnell in Main branch]
2014-09-11 09:14:20 -04:00
Michael Noland c7907dd2d2 Engine: Remove RenderingSettings.h and AudioSettings.h from Engine.h, including them where actually used
[CL 2293299 by Michael Noland in Main branch]
2014-09-10 22:35:49 -04:00
Max Preussner ad5ce10092 Media: Media assets now pick a suitable default track if none is selected
[CL 2292686 by Max Preussner in Main branch]
2014-09-10 13:33:24 -04:00
Ben Marsh f616befd75 Fix compile error on Mac.
[CL 2292358 by Ben Marsh in Main branch]
2014-09-10 09:04:20 -04:00
bruce nesbit 209344d10e Added url support to doc actors.
[CL 2292280 by bruce nesbit in Main branch]
2014-09-10 06:43:59 -04:00
Max Preussner 3ded8e8714 Media: Renamed UMediaAsset to UMediaPlayer; renamed related Editor classes and plug-ins as well; updated documentation
This is an API breaking change. If you previously experimented with media assets, you will have to rebuild your Blueprints, UMG widgets, etc. If you don't want to lose your existing Blueprints, you can add the following line to your project's Engine.ini, which will map the old class name to the new one (you will still need to replace existing MediaAsset nodes with MediaPlayer nodes):

[/Script/Engine.Engine]
+ActiveClassRedirects=(OldClassName="MediaAsset",NewClassName="MediaPlayer")

[CL 2291399 by Max Preussner in Main branch]
2014-09-09 16:55:48 -04:00
Andrew Rodham 85b61bda9e Added HardwareTargeting module and tidied up project browser dialogs
Also removed tabs from the project browser dialogs when they're not necessary. Fixed up some incorrect icon sizes to work with the new layout.

[CL 2290664 by Andrew Rodham in Main branch]
2014-09-09 12:16:36 -04:00