Commit Graph

28 Commits

Author SHA1 Message Date
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
Michael Schoell
9a847f287d Blueprints menu on the level editor toolbar will gray out the ability to create subclasses for a GameMode if the GameMode is a native class instead of hiding the functionality.
Did some polish on tooltips to better inform the user what is happening.

Can now edit native classes if a compiler is present (will open the header).

[CL 2309817 by Michael Schoell in Main branch]
2014-09-25 11:01:28 -04:00
Michael Schoell
5cf6deb84e Fixing missing include for non-unity build.
[CL 2305925 by Michael Schoell in Main branch]
2014-09-22 15:39:43 -04:00
Michael Schoell
ae024b4340 Removed private SClassViewer header include, not needed to use the ClassViewer outside of the module.
[CL 2305553 by Michael Schoell in Main branch]
2014-09-22 10:17:38 -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
Rolando Caloca
db3a94f08e UE4 - Remove Feature Level SM3 & replace it with ES 3.1.
- Fixes up the featurelevel switch on material nodes to default all ES2 inputs to also occur on ES3.1

[CL 2286623 by Rolando Caloca in Main branch]
2014-09-05 15:06:43 -04:00
Michael Schoell
5e1a046d67 In the Blueprints menu in the Editor toolbar, fixed an issue attempting to edit the player controller asking the user to create a Hud or open the Hud for edit.
#ttp 345332 - Clicking edit player controller opens the HUD blueprint

[CL 2278162 by Michael Schoell in Main branch]
2014-08-29 16:56:46 -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
Bob Tellez
0cba65b6c5 UE4: Fixed up some usage of the OVERRIDE macro. We should be using the override keyword now.
#codereview Michael.Schoell

[CL 2269731 by Bob Tellez in Main branch]
2014-08-25 11:05:16 -04:00
Michael Schoell
1bc7c8647e Can now select World Settings game mode classes from the Blueprints drop down, as well as edit or create new classes based on a specific parent class
#ttp 324358 - RocketGDC: POSTLAUNCH: DEV: Blueprint Button: Need a way to select a blueprint for the game type / player controller / pawn, in addition to creating a new BP

[CL 2267809 by Michael Schoell in Main branch]
2014-08-22 15:55:44 -04:00
Dan Hertzka
649e9c7a51 Removed view stat options from Build menu and added config entry to remember the last stat page that was viewed (defaults to primitive stats)
[CL 2267499 by Dan Hertzka in Main branch]
2014-08-22 11:34:45 -04:00
Jamie Dale
69ae594af9 Renamed the "Game" section under "Project Settings" to be "Project"
Suggested via an email discussion, as not everyone using UE4 is making a game.

#codereview Max.Preussner

[CL 2267272 by Jamie Dale in Main branch]
2014-08-22 07:18:30 -04:00
Ryan Gerleve
2fb84917f0 Fix non-unity compile
[CL 2262644 by Ryan Gerleve in Main branch]
2014-08-19 12:01:33 -04:00
Ben Marsh
f059fa0542 Always show the marketplace button if the launcher is installed (or can be installed from the installers in Engine\\Extras\\UnrealEngineLauncher).
#codereview Mike.Fricker, Michael.Trepka

[CL 2262476 by Ben Marsh in Main branch]
2014-08-19 09:54:22 -04:00
Thomas Sarkanen
8e6df5a5f9 Fixed up tagging of combo buttons in multibox widgets to use passed-in names if supplied.
The issue in question was because C++ happily converts a string literal to a bool with no complaints, so supplying the tag to the incorrect parameter of AddComboButton() caused no errors/warnings.

TTP# 343944 - Specifying a tutorial hilight name causes combo button icon to not display

[CL 2261250 by Thomas Sarkanen in Main branch]
2014-08-18 15:25:08 -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
Graeme Thornton
b89f717d06 Hide SM3 from the feature level preview menu
[CL 2212207 by Graeme Thornton in Main branch]
2014-07-14 06:08:14 -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
Graeme Thornton
d85e5b81b9 Mobile editor changes:
- FeatureLevelPreview menu option now instructs world to switch feature level. This triggers our WIP switching code which works a bit...
- Converted a few more GRHIFeatureLevel references over to point at the nearest convenient scene/sceneview
- Made GetRHIFeatureLevel a non-inlined function (breakpoints wouldn't stop on the inlined version) and #define'd GRHIFeatureLevel to point at the GMaxRHIFeatureLevel (i.e. back to old behaviour)
- Changes to FSystemTextures so that the global object gets initialized in a stack-y kind of way. You initialize at a feature level and it creates all textures needed up to that point. Subsequent initializes at a higher feature level will allocate the new ones needed but not the existing ones. Only behaviour change from this is that there was a single 1x1 texture created only for ES2 that I just let get created for every feature level to keep the "feature level stack" nature of things.

[CL 2089519 by Graeme Thornton in Main branch]
2014-05-30 07:57:21 -04:00
James Golding
7e7a2e6473 More Engine.h trimming (EdGraph headers, BoneMaskFilter, Breakpoint, LevelScriptBP, ClipPAdEntry, CodecMovie, DestructibleFractureSettings, DeviceProfile)
[CL 2085606 by James Golding in Main branch]
2014-05-29 17:11:10 -04:00
James Golding
131420beb5 Remove Matinee related headers from Engine.h, and add only where needed
#codereview matt.kuhlenschmidt

[CL 2081832 by James Golding in Main branch]
2014-05-22 06:52:28 -04:00
Graeme Thornton
e1700afed8 First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.
#ttp 331829 - Mobile Preview in Editor
#proj Engine
#branch UE4

#summary First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.

#change Added GMaxRHIFeature level which contains the highest supported feature level on this machine
#change Added a cvar "r.FeatureLevelPreview" which, when set to 1, enables a feature level selection in the quick settings menu. Not wired up to anything at the minute
#change Added a feature level variable to FScene, which is currently initialized to whatever GRHIFeatureLevel is. Accessed with GetFeatureLevel()
#change Added a helper accessor GetFeatureLevel() to FSceneView which gets the feature level from the relevant scene. Purely to reduce the amount of typing needed to get to a feature level
#change Many changes across the renderer to try and read the current feature level from the view or scene. Not everything is done yet, but this is almost all of the "easy" stuff. As there is still just a global feature level in the engine, nothing should change.

[CL 2066905 by Graeme Thornton in Main branch]
2014-05-08 09:05:50 -04:00