Commit Graph

40 Commits

Author SHA1 Message Date
Andrew Rodham
b5cf1d7717 Fixed orthographic viewports defaulting to lit
This addresses TTP#347842 - Regression: EDITOR: Ortho viewports default to Lit

[CL 2312658 by Andrew Rodham in Main branch]
2014-09-29 05:18:44 -04:00
Matt Kuhlenschmidt
8c2dbc5888 Fix UMG widgets clipping outside of viewports
[CL 2307012 by Matt Kuhlenschmidt in Main branch]
2014-09-23 12:04:26 -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
bruce nesbit
842d00f2e0 Fixed build error cause by missing include
#codereview Matt.Kuhlenschmidt

[CL 2292345 by bruce nesbit in Main branch]
2014-09-10 08:39:27 -04:00
Matt Kuhlenschmidt
706951698c Reset show flags and some views when a new level is opened
[CL 2291422 by Matt Kuhlenschmidt in Main branch]
2014-09-09 17:05:35 -04:00
Matt Kuhlenschmidt
a4683cf4b7 Fix crash opening level viewport context menu
[CL 2287207 by Matt Kuhlenschmidt in Main branch]
2014-09-05 21:20:10 -04:00
Matt Kuhlenschmidt
b768b0ff42 Fix viewports drawing when their tabs are not active.
[CL 2284748 by Matt Kuhlenschmidt in Main branch]
2014-09-04 13:10:31 -04:00
Dan Hertzka
ac793bd8cd "Click for mouse control" label no longer appears if the PlayerController::bShowCursor is set
[CL 2267497 by Dan Hertzka in Main branch]
2014-08-22 11:34:30 -04:00
Mikolaj Sieluzycki
cfaf45ac58 Header cleanup: Engine module, public headers.
[CL 2265766 by Mikolaj Sieluzycki in Main branch]
2014-08-21 06:03:00 -04:00
Dmitry Rekman
4ee9675074 Fix Mac CIS (initialization order).
#codereview Nick.Darnell

[CL 2264596 by Dmitry Rekman in Main branch]
2014-08-20 14:33:39 -04:00
Nick Darnell
4da234a6a6 Slate/UMG - The game viewport now disables throttling when it contains focus so that Slate UI in the game doesn't trigger throttling in the editor. When foucs is lost it restores the old value of Slate.bAllowThrottling.
[CL 2264297 by Nick Darnell in Main branch]
2014-08-20 11:18:04 -04:00
Nick Darnell
70ff596049 UMG/Slate - Breaking Change - Introducing a DPI scaling mechanism to both UMG and native slate widgets. The container widget of the game's viewport is now a DPI scaler that is controlled through a curve in the rendering settings for your project. By default the curve assumes a DPI scale of 1 at 1080, and is a linear scale up or down from that point. The math is performed based on the short side of the viewport.
If you are currentlying performing your own DPI Scaling of slate you'll need to remove that code or adjust the DPI Curve of this new system to 1 and keep your current system for scaling the UI.

[CL 2263045 by Nick Darnell in Main branch]
2014-08-19 15:57:46 -04:00
Michael Trepka
62e7793fa0 Another batch of fixes for Clang compile warnings
[CL 2237490 by Michael Trepka in Main branch]
2014-07-30 16:16:46 -04:00
Nick Atamas
badf62c330 Slate slots now use a common base class, which has a private '.Widget' member; use GetWidget() instead.
Slate TPanelChildren, TSlotlessChildren are no longer full-fledged arrays; removed any unused Array API.
Fixed up a lot of improper use cases.

This better encapsulates the action of adding/removing Slate Widgets from the runtime tree as a Slate Core concern.
Alows us to add parent pointers in the future with significantly less effort.

#codereview Wes.Hunt
#codereview Nick.Darnell
#codereview Matt.Kuhlendschmidt
#codereview Justin.Sargent

[CL 2234301 by Nick Atamas in Main branch]
2014-07-28 06:53:40 -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
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
Matt Kuhlenschmidt
ffaf8c21c9 Fix crash switching layouts when in geometry mode
[CL 2115483 by Matt Kuhlenschmidt in Main branch]
2014-06-24 13:27:12 -04:00
Richard TalbotWatkin
67c103f2a4 Fixed Hide Viewport UI checkbox so that it actually hides the Viewport UI.
#ttp 338945 - Editor: Quick Settings: Hide Viewport UI checkbox is not hiding Viewport UI
#branch UE4
#proj Editor.LevelEditor, Editor.UnrealEd
#add Added extra checks into SLevelViewport::GetCurrentLevelTextVisibility and SLevelViewport::GetToolBarVisibility so they take into account the state of the Hide Viewport UI flag.
#add FEditorViewportClient::Draw only draws the axes if the Hide Viewport UI flag is clear.
#reviewedby Chris.Wood

[CL 2114884 by Richard TalbotWatkin in Main branch]
2014-06-24 01:48:40 -04:00
Andrew Rodham
7055102044 Locking a viewport to a camera actor now correctly uses the camera's properties
I've made a few changes here to make the code more consistent for the various ways of using a viewport to view an actor's position:
    * Camera properties are now taken off any UCameraComponent, not specifically limited to ACameraActors.
    * Calling FLevelEditorViewportClient::SetActorLock will now lock the viewport to the specified actor. If the actor has a camera component the viewport will inherit this camera's properties. The locked actor will also move with the viewport position if in perspective mode (as before).
    * ControllingActor and PostProcessingActor have been removed from FLevelEditorViewportClient. Both were used for PIP camera previews which now work by locking a viewport to their desired camera.
    * The inheriting of camera properties is controlled by the viewport "Camera View" setting shown on the quick settings viewport toolbar under the "Lock Viewport to Actor sub-menu.

This addresses TTP#337559 - feature request - improve viewport functionality for locking to camera

Reviewed by Chris Wood, Matt Kuhlenschmidt

[CL 2113995 by Andrew Rodham in Main branch]
2014-06-23 10:25:08 -04:00
Andrew Rodham
3df2cfad76 Selecting a camera that has a pinned camera preview now highlights its preview
This addresses TTP#322790 - EDITOR: Viewport: Feature Request: When double clicking on a pinned camera actor in viewport, have its preview window flash

Reviewed by Andrew Brown, Matt Kuhlenschmidt

[CL 2110332 by Andrew Rodham in Main branch]
2014-06-19 06:36:23 -04:00
Andrew Rodham
ba3528c9d4 Made it possible for asset editors to maintain their own FEditorModeTools lists
Breaking changes include:
    * Rename of GEditorModeTools -> GLevelEditorModeTools to signify that it applies only to the level editor modes
    * Addition of FEditorModeRegistry, responsible for managing and creating new editor modes. Modes are no longer registered with an instance of the mode, instead with a mode factory that is able to create a new mode of that type.
    * Editor modes now operate on FEditorViewportClients rather than FLevelEditorViewportClients
    * Added ability to specify an FEditorModeTools when creating an FEditorViewport

Moved component vizualiser manager handling outside of individual editor modes, and into FLevelEditorViewportClient. This should make it easier to transplant in future.

This work addresses TTP#334640 - EDITOR: Investigate making editor modes a per-'editor' concept

Reviewed by Michael Noland, Matt Kuhlenschmidt

[CL 2109245 by Andrew Rodham in Main branch]
2014-06-18 10:16:16 -04:00
Andrew Rodham
712719d060 Fixed crashes caused by shared pointer delegate bindings when reloading the level editor
Using AddSP to bind onto a multicast delegate that's removed in a class's destructor is dangerous because the weak pointer used to compare against the 'this' pointer passed to .RemoveAll() will be invalid by the time it is compared. This causes "HasSameObject" to fail as the object cannot be pinned. I've have changed these to be raw bindings so that the ownership is explicit and thus force the call to RemoveAll to succeed correctly without leaving behind a null delegate instance. Previously, with a null delegate instance still in the list when the module is reloaded, that memory becomes invalid causing a crash when the event attempts to purge invalid delegate instances from its invocation list.

Also fixed one place where OnTakeHighResScreenShots was being bound but never removed (this looked like a copy paste error)

This addresses TTP#337596 - CRASH: EDITOR: Reload after Recompile causes crash

#codereview Max.Preussner

[CL 2108007 by Andrew Rodham in Main branch]
2014-06-17 07:35:57 -04:00
Jaroslaw Palczynski
3a35a8dd0e Deprecate and remove checkAtCompileTime.
#ttp 337754
#codereview Robert.Manuszewski

[CL 2106862 by Jaroslaw Palczynski in Main branch]
2014-06-16 08:04:54 -04:00
Richard TalbotWatkin
e3adf8fbb5 Prohibited minimizing/maximizing two viewports at the same time.
#ttp 336555 - CRASH: Minimizing/maximizing two viewports at the same time crashes the editor
#branch UE4
#proj Editor.LevelEditor
#add Added a FCanExecuteAction to ToggleMaximize, and hid the toggle maximize icon during a transition, so it's no longer possible to set off a new maximize animation while one is already occurring.
#reviewedby Chris.Wood

[CL 2106630 by Richard TalbotWatkin in Main branch]
2014-06-16 02:23:30 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00