- 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]
#ttp 340613 - FIXIF: EDITOR:ANALYTICS: Static Mesh Editor Instrumentation Pass
#branch UE4
#added Added analytics for various static mesh editor usage, making sure not to spam events when spinboxes are used and only report when the value actually changes.
#added Added analytics whenever an asset is reimported (if via an editor, the editor will then report that it was it that did the reimporting)
reviewed by Thomas.Sarkanen
[CL 2229618 by Andrew Brown in Main branch]
#ttp 333394 - EDITOR: texture editor bugs (was RE: Flow map action for Photoshop CS5 and above)
#branch UE4
#change Max In-Game dimensions are now calculated seperately as to not confuse the user.
#change Renamed 'Current' to 'Displayed'
#change bUseSpecifiedMipLevel was uninitialized, so could appear as true in the UI without the users knowledge.
#change GetMaxMipLevel û a couple of calls to this were assuming it returned a float, rather than an int32.
#change Cleaned up CachedCombinedLODBias usage and removed some duplicate code.
#change æNum Cinematic MipsÆ is now also ignored by the UI when æUse specified mipsÆ is enabled.
reviewed by Thomas.Sarkanen
[CL 2059960 by Andrew Brown in Main branch]
TTP# 332724 - Regression: EDITOR: Texture: CRASH: Reimporting a texture that is not a power of two results in a crash
Reimporting a non-power of 2 texture would cause a modal dialog to open, causing the texture editor viewport to be ticked for render while the texture was still being reimported. This lead to a crash due to the texture having no resource allocated.
The rendering in the texture editor is now disabled while a reimport takes place.
I also moved the Pre/PostReimport delegates from FAssetEditorToolkit to FReimportManager to ensure that all reimport cases are caught (eg, reimporting from the Content Browser while an asset editor is open).
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2056305 by Jamie Dale in Main branch]
#ttp 332686 - Regression: EDITOR: TEXTURE: Resolution statistics are comma delimited
#branch UE4
#proj Editor.TextureEditor
#add Created an FNumberFormattingOptions with digit grouping disabled, and passed as parameter to FText::AsNumber in FTextureEditorToolkit::PopulateQuickInfo.
#reviewedby Chris.Wood, Max.Preussner
[CL 2054354 by Richard TalbotWatkin in Main branch]
#branch UE4
#proj Editor.TextureEditor
#summary Reimport button in the texture editor is now disabled for light and shadow maps
#add Added a can execute method to the reimport UICommand which checks the texture type and disabled the function if it's a light of shadow map.
#reviewedby Chris.Wood
[CL 2040648 by Barnabas McManners in Main branch]