Commit Graph

44 Commits

Author SHA1 Message Date
Allan Bentham
9d79c9b066 Apply feature level change to all running PIE sessions.
#codereview nick.penwarden

[CL 2325518 by Allan Bentham in Main branch]
2014-10-10 10:26:57 -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
Marc Audy
07043e64e0 Convert uses of FActorIterator to TActorIterator where appropriate
[CL 2300029 by Marc Audy in Main branch]
2014-09-16 16:22:01 -04:00
Michael Schoell
9fd1163ee6 Can now modify the Game Mode for the Project Settings from the Blueprints menu on the editor toolbar as well as for the World Settings.
Will help the user checkout/force writable on required config file for editing.

[CL 2299487 by Michael Schoell in Main branch]
2014-09-16 10:40:34 -04:00
Andrew Rodham
5918e93771 Added setting to allow for 'transparent' box selection in perspective viewports.
Enabling this setting will allow marquee box selections in perspective viewports to select actors even if they are fully occluded by other actors.

This addresses TTP#333837 - Editor: Need an option for perspective view marquee select to allow selection of occluded actors.

[CL 2298131 by Andrew Rodham in Main branch]
2014-09-15 10:05:47 -04:00
Graeme Thornton
ff5e71eb16 WIP Mobile Preview
- Store global bitfield of active feature levels
 - Generate shaders for all active feature levels
 - Add option to experimental settings to enable dynamic feature level
 - Redirect GRHIFeatureLevel to GMaxRHIFeatureLevel - Effectively const now, ready to be removed

[CL 2296373 by Graeme Thornton in Main branch]
2014-09-13 10:47:14 -04:00
Matt Kuhlenschmidt
fb76f6393e Fix constant FName initialization in places that execute often
[CL 2294154 by Matt Kuhlenschmidt in Main branch]
2014-09-11 16:48:17 -04:00
Robert Manuszewski
ac182b3916 Fixing recompiling engine modules not working for non code-based game projects
#change Made sure the correct target is passed to UBT when compiling engine/editor modules for non code-based game projects
#change Refactored FLevelEditorActionCallbacks::CanShowSourceCodeActions() code to FHotReloadModule::IsAnyGameModuleLoaded

[CL 2291052 by Robert Manuszewski in Main branch]
2014-09-09 13:57:13 -04:00
Ben Marsh
d591804587 Move hot reload functionality from Core into the HotReload module. Precursor to removing assumptions about IS_MONOLITHIC and supporting hybrid monolithic configurations.
[CL 2286426 by Ben Marsh in Main branch]
2014-09-05 12:46:22 -04:00
Matt Kuhlenschmidt
b66a5ea328 Added back missing "Draw Brush Polys" setting
[CL 2270696 by Matt Kuhlenschmidt in Main branch]
2014-08-25 12:46:23 -04:00
Matt Kuhlenschmidt
273ea3d32a Consolidated the settings buttons in the toolbar into one button.
[CL 2270589 by Matt Kuhlenschmidt in Main branch]
2014-08-25 11:26:25 -04:00
Marc Audy
5c5c4a5841 Quick access to project settings from the menu bar
[CL 2257983 by Marc Audy in Main branch]
2014-08-15 10:22:37 -04:00
Robert Manuszewski
8498aae74f Hot-reload from IDE
#change UBT: Added support for hot-reload when UBT is called from IDE and the current target is curring
#change Added support for hot-reload from VS to the engine
#change Refactored hot-reload functionality to a separarte module
#change Added hot-reload analytics events

[CL 2255801 by Robert Manuszewski in Main branch]
2014-08-14 03:37:01 -04:00
Lina Halper
e513ea2300 Named FMatrix/FTransform unsafe Inverse to InverseFast, and InverseSafe,InverseSlow to Inverse as people often use Inverse as default function.
- Inverse was one of the main reasons of crashes via lots of functions. Seems making default Inverse to be safer version seems better.

[CL 2255081 by Lina Halper in Main branch]
2014-08-13 15:29:41 -04:00
Steve Robb
26c83b9f55 Disabled code compilation in editor on promoted builds as they don't have any already-generated code and this causes compilation errors.
#ttp 342056: CRITICAL: Regression: UE4: EDITOR: Game code fails to recompile in edtior due to header changes

#codereview robert.manuszewski,ben.marsh

[CL 2239969 by Steve Robb in Main branch]
2014-08-01 11:47:55 -04:00
James Golding
e7f546fd5c Fix typos
[CL 2239588 by James Golding in Main branch]
2014-08-01 04:26:12 -04:00
Graeme Thornton
9e0c448386 Mobile Preview Continued Work:
* For several preview components (cascade + a couple of animation previews), don't create a separate FXSystem for the preview world. Just use the one created internally by the world
* Several bug fixes and improvements to dynamic feature level switch
* Continued conversion of code that references to global feature level.

#codereview Nick.Penwarden

[CL 2229679 by Graeme Thornton in Main branch]
2014-07-24 05:23:50 -04:00
Marc Audy
494f22bb33 Add the ability to link to object class documentation throughout the UI
[CL 2226010 by Marc Audy in Main branch]
2014-07-21 17:31:27 -04:00
Michael Trepka
f4438a0e55 Separate Control and Command keys on Mac; some editor shortcuts remapped to use Ctrl to free Cmd for Mac-specific shortcuts (Cmd+W, Cmd+M and Cmd+H)
[CL 2225709 by Michael Trepka in Main branch]
2014-07-21 13:10:16 -04:00
Andrew Rodham
8c7093330b Added abililty to snap actors to surfaces in the world whilst dragging in the viewport.
#ttp 323078 - Actor drag preview does not respect actor factory spawn position offset
#ttp 309631 - TOOLS FEATURE: Asset placement: Align placed assets with surface placed on
#ttp 335001 - UE4: EDITOR:"Paste here" works inconsistently
#ttp 334066 - EDITOR: PAPER2D: Dragging a mesh into an ortho viewport does not provide a preview

There is a lot of work here:
    * I have moved and unified all the prop preview and drag alignment code that attempted to align objects to surfaces in the world to a new class, FActorPositioning. This fixes inconsistent behaviour between the drop previews, actual placement, and drag alignment.
    * I have tidied up the methods by which surface alignment is performed in UActorFactory. There is now a virtual method for factories to define *how* an actor should be aligned to the surface. This allows us to specify different alignment routines for things like static meshes, decals and lights.
    * Actor factories now create actors with an FTransform rather than specifying pointers to location and rotation vectors. This makes creation simpler and parameter passing less error prone. As far as I can see, the rotation was only used for surface snapping which is now handled by the factory anyway.
    * Surface snapping can be controlled by the editor viewport toggle button, or via a keyboard command set in the editor preferences
    * It is possible to override the default placement offset when aligning actors to surfaces. SnapOffsetExtent can be found in the editor viewport preferences.
    * Finding a valid snap position no longer uses a hitproxy as this was prone to error and does not work correctly when dragging actors that render their own hit proxies.
    * ClickLocation and ClickPlane are now more consistently set and managed. I have tried to remove excess assignment to these variables to clarify their use and purpose.

[CL 2223237 by Andrew Rodham in Main branch]
2014-07-18 10:09:21 -04:00
Matt Kuhlenschmidt
a637024fd4 Fix selecting large amounts of actors freezing the edtitor
[CL 2214276 by Matt Kuhlenschmidt in Main branch]
2014-07-14 13:44:41 -04:00
Graeme Thornton
747d2a9b9d Mobile Preview In Editor
- Material editor preview nodes now work when the editor is in es2 mode
 - Make editor primitives work in ES2 mode
 - Fix slate font rendering in ES2 mode
 - Remove ES2 shader de-gamma when in the editor
 - Add a new linear sampler type for linear textures
 - Various fixes for dynamic feature level switching
 - When in an emulated feature level mode, display some text in the level editor viewport saying what feature level we're running
 - Removed feature level parameter from USkeletalMesh::GetResourceForRendering. Not used for anything
 - ParticleVertexFactoryPool is now creates feature level specific vertex factories.

[CL 2187558 by Graeme Thornton in Main branch]
2014-07-10 10:39:54 -04:00
Dmitriy Dyomin
4ed24de8fc MeshProxy tool will be disabled instead of hidden when user has not simplygon
[CL 2135785 by Dmitriy Dyomin in Main branch]
2014-07-04 04:06:36 -04:00
Bob Tellez
48e2c32a7c UE4: When running with WorldAssets, the open level dialog has been changed back to a popup. The inline menus don't work as envisioned and it causes problems on other platforms with native menus (Mac)
[CL 2122618 by Bob Tellez in Main branch]
2014-06-30 19:03:07 -04:00
Max Preussner
017837289f Modules: Module Manager API cleanup pass
There is now a consistent set of methods for module loading, unloading and lookup that all behave in the same expected way.

- renamed GetModuleInterface to GetModule and made it not assert
- removed GetModuleInterfaceRef
- namespace enums to enum classes, NULL to nullptr
- moved important public methods to the top, so they're easier to discover
- added missing & improved existing documentation
- cleaned up existing use cases

[CL 2109936 by Max Preussner in Main branch]
2014-06-18 19:23:34 -04:00