Commit Graph

46 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
Martin Mittring
0924ac0b78 removed r.UseDiffuseSpecularMaterialInput (was only used for Fortnite which has been rchanged, prevented some GBuffer optimizations)
[CL 2323127 by Martin Mittring in Main branch]
2014-10-08 15:27:19 -04:00
Dan Oconnor
f28bd02080 Moving EdGraphNode_Comment into Editor, out of Runtime/Engine
[CL 2321789 by Dan Oconnor in Main branch]
2014-10-07 16:39:44 -04:00
Graeme Thornton
3ccbe19544 Mobile Preview - Removal of almost all GRHIFeatureLevel usages.
#codereview Nick.Pendwarden

[CL 2315798 by Graeme Thornton in Main branch]
2014-10-01 09:08:51 -04:00
Richard TalbotWatkin
ad5f245995 Material Editor now opens Color Picker with Advanced section automatically expanded.
#ttp 345475 - NUX:Material Editor: Vector parameter alpha channel is in the "advanced" part of the color picker.
#branch UE4
#proj Editor.MaterialEditor, Runtime.AppFramework
#add Added extra construction parameter to SColorPicker (ExpandAdvancedSection) and added it as an option to SColorPicker::OpenColorPicker.
#reviewedby Matt.Kuhlenschmidt

[CL 2310372 by Richard TalbotWatkin in Main branch]
2014-09-25 17:33:36 -04:00
Max Preussner
bb6a7de1d7 MessageLog: Message log burst upgrades
- Redesigned the layout of the message log viewer
- Added 'Action' message token type for actionable items
- Started to remove message token delegates in favor of Action tokens
- NULL to nullptr

[CL 2299749 by Max Preussner in Main branch]
2014-09-16 13:46:20 -04:00
bruce nesbit
d27db9cd36 Added metadata for materialgraph nodes
[CL 2293642 by bruce nesbit in Main branch]
2014-09-11 08:13:08 -04:00
James Golding
8724424c6b Add context menu option to material nodes for viewing documentation
#codereview matt.griffin

[CL 2286150 by James Golding in Main branch]
2014-09-05 08:25:23 -04:00
bruce nesbit
d60a5de509 Converted widget .Tag instances for tutorials to use MetaData
[CL 2286138 by bruce nesbit in Main branch]
2014-09-05 07:39:52 -04:00
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
Simon Tovey
500b937055 - Removed UI for Dev/Release shaders in material editor. Dropped to a CVar and using release shaders by default.
- Removed UI for Built-In Stats. Martin didn't like the feature but I've left the code in just in case people miss it.
- Removed useless bar at the bottom of the stats window.
- Hackily canceled some unnessessary compilaton when opening the editor.

[CL 2272297 by Simon Tovey in Main branch]
2014-08-26 14:02:18 -04:00
Rolando Caloca
14cc8f09a3 UE4 - Integrate
- Addes 3_1 define on shaders
- Fixes GL packed uniforms array size incorrect assert
- Disallows running the editor with -featureleveles2
- r.MobileHDR is now read-only
- Moved some checks from SM3 to SM4

[CL 2270866 by Rolando Caloca in Main branch]
2014-08-25 14:41:54 -04:00
Lukasz Furman
8187497ecb navigation octree refactor
- common interface for all objects that can export navigation data
- simplified registering/unregistering
- replaced navigation proxy objects with custom node parenting
- fixed corrupted entries from blueprint based components during editor move

[CL 2267261 by Lukasz Furman in Main branch]
2014-08-22 06:53:27 -04:00
Thomas Sarkanen
a27980dcf0 Tutorials 2.0 - Initial version
NOTE: Old tutorials not deprecated (yet), but widget highlights in old tutorials will stop working with this change!

Added new Blueprintable UEditorTutorial object.
Added suite of widgets and details customizations to display tutorials.
New system is available on command line switch -NewTutorials.

Slate changes:
Tag names are now stored in SWidgets, rather than simply being discarded.
Removed STutorialWrapper in favour of using Tags.
Added Tags to more multibox widgets, so virtually all can now be picked.
Added SWindow::HasOverlay so we dont attempt to add overlays to widows that cannot have them.

[CL 2244216 by Thomas Sarkanen in Main branch]
2014-08-05 09:04:35 -04:00
Robert Manuszewski
664a8af693 Fixing crash when opening material functions.
#ttp 342489: CRITICAL: EDITOR: CRASH: FArchive does not support FAssetPtr serialization message when opening 3ColorBlend material function
#ttp 342497: CRITICAL: Regression: EDITOR:  CRASH: Opening Material Function

[CL 2234985 by Robert Manuszewski in Main branch]
2014-07-28 17:01:21 -04:00
Jaroslaw Palczynski
b30666376e StringClassReference needs to work with cooking and redirects
TTP# 338203

Refactored StringClassReference to be a subclass of StringAssetReference.

[CL 2226863 by Jaroslaw Palczynski in Main branch]
2014-07-22 08:14:39 -04:00
Andrew Brown
9d47709f5e New dynamic parameters now copy there parameter names from pre-existing dynamic parameters
#ttp 337106 - material editor: new instances of the dynamic parameter node do not automatically gather the existing channel names

#branch UE4

#add Added new function to scan through other dynamic parameters to copy their settings from and modified existing code to reduce dup code.

reviewed by Thomas.Sarkanen

[CL 2225367 by Andrew Brown in Main branch]
2014-07-21 04:33:11 -04:00
Martin Mittring
1366fc2cfe * refactored material compiling, simpler, less code, less error prone, should not have any visual impact
[CL 2192201 by Martin Mittring in Main branch]
2014-07-11 15:14:35 -04:00
Simon Tovey
e36de979f0 Making sure the LivePreview toggle is on by default
[CL 2191298 by Simon Tovey in Main branch]
2014-07-11 08:44:19 -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
Simon Tovey
0e209f6bbc Fixes for crash bugs in TTP340716 and TTP 340696
Made sure preview material is compiled when opening editor.
Made sure CodeView is cleared and not regenerated if live preview is off until the material has been recompiled.

[CL 2175874 by Simon Tovey in Main branch]
2014-07-08 10:58:56 -04:00
Simon Tovey
74868c39f8 Live preview material editor button
Toggles the compilation of the preview material everytime an edit is made.

#ttp 333463 - LIVE: RENDERING: Shaders compile automatically even when Live Nodes and Live Updates are Deselected

The Live Update, Live Nodes (and now Live Preview) toggles clearly aren't universally understood. I've added the live preview toggle to do what this user wanted. It may be an idea to have some UI guys see if extra clarity can be had from tootips/docs/icons etc.

#reviewedby Graeme.Thornton

[CL 2130403 by Simon Tovey in Main branch]
2014-07-03 09:13:33 -04:00
Michael Noland
28d33bfc87 Rendering: Make UMaterialExpression and several derived types extendable from outside of Engine
- Add ENGINE_API on several classes that are desirable to derive from
- Started to decouple graph node renaming from being a parameter (added CanRenameNode, GetEditableName, and SetEditableName)
(Integration of CL# 2124083 from 4.3 to main)

[CL 2124126 by Michael Noland in Main branch]
2014-07-02 07:30:47 -04:00
Simon Tovey
1a6334902c Minor style change.
[CL 2121882 by Simon Tovey in Main branch]
2014-06-30 10:45:18 -04:00
Simon Tovey
3c8f1606ab Fix for crash bug in TTP 339857 - EDITOR: MATERIAL: CRASH: If you redo a clean up action on some nodes that have "preview node" enabled it can lead to a crash
[CL 2119313 by Simon Tovey in Main branch]
2014-06-27 07:35:59 -04:00