Commit Graph

11 Commits

Author SHA1 Message Date
Max Preussner
f167dce37e Slate: Moved TestSuite and ColorPicker into new module AppFramework
The AppFramework module is intended to be used for compound widgets and UI related classes that are too specific (not basic enough) for Slate, but also not Editor specific (reusable in non-Editor applications and games). The test suite has been moved in its entirety for now, but core widget specific test classes will eventually be split off and moved back into Slate, so that they can live alongside of their corresponding widgets.

Other changes:
- moved to "include what you use" scheme for SColorPicker
- broke out color picker related widgets that may be reusable
- added forward declarations to reduce header include dependencies

#CodeReview: saul.abreu

[CL 2275496 by Max Preussner in Main branch]
2014-08-27 20:35:19 -04:00
Bob Tellez
2a61ba9f76 [AUTOMERGE]
#UE4 Deprecated ULevelStreaming::PackageName in favor of the new WorldAsset TAssetPtr. This will allow editor tools to properly follow references from persistent levels to sublevels. All existing usage of PackageName has been replaced with GetWorldAssetPackageName() and SetWorldAssetByPackageName().

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2269772 by Bob.Tellez on 2014/08/24 16:49:38.

[CL 2269774 by Bob Tellez in Main branch]
2014-08-25 11:05:29 -04:00
Michael Trepka
5bd6255fde More Clang compile warning fixes
[CL 2237347 by Michael Trepka in Main branch]
2014-07-30 14:51:27 -04:00
Chris Gagnon
3444d084ab Removed "InterpreteAsLinear", Deprecated FColor DrawColor and added FLinearColor LevelColor to replace it. Changed the underlying FColor's to FLinearColor in the rendering classes, cleaned up a bunch of color conversions.
#codereview matt.kuhlenschmidt

[CL 2235025 by Chris Gagnon in Main branch]
2014-07-28 17:16:21 -04:00
Andrew Brown
fbf585cb1b Toggling Level visibility no longer forces layer visibility
#ttp 340965 - UE4-Fortnite: Editor: levels: every time you toggle visibility on a level it makes all Layers visible, yikes

#branch UE4

#change additionally, making a level current no longer forces the layer visibility either.

reviewed by Thomas.Sarkanen

[CL 2217507 by Andrew Brown in Main branch]
2014-07-15 04:48:45 -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
Max Preussner
331984d20c Settings: moved level browser settings into LevelBrowser module
[CL 2080434 by Max Preussner in Main branch]
2014-05-21 11:16:12 -04:00
James Golding
a0cbafe73a First pass removing several headers from Engine.h
[CL 2080322 by James Golding in Main branch]
2014-05-21 10:00:58 -04:00
Martin Wilson
331b96e6cc Fixes for QAGame non unity compile
[CL 2044905 by Martin Wilson in Main branch]
2014-04-23 18:35:08 -04:00
Justin Sargent
0bc686f251 Fixed up redundant FText .ToString() usage and some improper FText usage.
[CL 2042623 by Justin Sargent in Main branch]
2014-04-23 18:06:41 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00