Commit Graph

28 Commits

Author SHA1 Message Date
Bob Tellez
ae265d8e38 [AUTOMERGE]
#UE4 If you have actors from multiple levels selected, you can now move them to the selected level via the level browser. It will only move actors that are not already in the destination level.

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2270697 by Bob.Tellez on 2014/08/25 12:47:35.

[CL 2270698 by Bob Tellez in Main branch]
2014-08-25 12:51:25 -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
Mikolaj Sieluzycki
3d54d25971 Header cleanup: Engine module, public headers.
[CL 2251268 by Mikolaj Sieluzycki in Main branch]
2014-08-11 07:14:41 -04:00
Andrew Brown
7b2eae8e3d Disallow moving matinee actors to another level if their matinee is open
#ttp 335669 - EDITOR: MATINEE: With matinee open if you move a matinee actor to the same or new level, it duplicates it

#branch UE4

[CL 2238128 by Andrew Brown in Main branch]
2014-07-31 06:08:14 -04:00
Dmitriy Dyomin
a5b6783ce2 Viewport actor menu command "Add/Remove level selection" works correcly with both old levels browser and a new one.
[CL 2229625 by Dmitriy Dyomin in Main branch]
2014-07-24 04:33:54 -04:00
Bob Tellez
cef4d646f7 [AUTOMERGE]
#UE4 Added support to drag and drop world assets on the level browser (specifically the level list in SWorldHierarchy) to add them as sublevels.

#codereview Dmitriy.Dyomin

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2222841 by Bob.Tellez on 2014/07/17 18:26:40.

[CL 2227532 by Bob Tellez in Main branch]
2014-07-22 16:48:56 -04:00
Andrew Brown
ef257f01be Disallow moving actors to another level if any actor is referenced by an open Matinee
#ttp 335669 - EDITOR: MATINEE: With matinee open if you move a matinee actor to the same or new level, it duplicates it

#branch UE4

#change Check to see if any of the selected actors are referenced in an open matinee, and ask the user if they want to close matinee to continue

reviewed by Thomas.Sarkanen

[CL 2225378 by Andrew Brown in Main branch]
2014-07-21 04:58:19 -04:00
Dmitriy Dyomin
c431419008 Fixed: A new blank map doesnÆt have a Persistent Level
TTP# 341247

[CL 2215758 by Dmitriy Dyomin in Main branch]
2014-07-14 23:07:15 -04:00
Dmitriy Dyomin
788653a3fd World Browser: Changed context menus to be more consistent between different views
[CL 2180113 by Dmitriy Dyomin in Main branch]
2014-07-09 06:11:08 -04:00
Dmitriy Dyomin
3925956d7b Moved "Remove Selected", "Change Streaming Method" comands to a "Levels" section of context menu
TTP# 340491

[CL 2136132 by Dmitriy Dyomin in Main branch]
2014-07-04 04:51:57 -04:00
Dmitriy Dyomin
1cd7ada43a More fixes to "Inspect Level" selection
[CL 2119100 by Dmitriy Dyomin in Main branch]
2014-06-27 02:44:34 -04:00
Dmitriy Dyomin
b1c65212b5 Fixed crash when switching levels selection using "Inspect level" combo box
TTP# 339980

[CL 2119068 by Dmitriy Dyomin in Main branch]
2014-06-27 02:14:26 -04:00
Dmitriy Dyomin
237774673c World Browser: Added rotation to a simulation view position indicator. Changed world bounds color from red to yellow
[CL 2114923 by Dmitriy Dyomin in Main branch]
2014-06-24 02:28:53 -04:00
Barnabas McManners
2e1ef42680 Level and world browsers Move Selected Actor To Level command is only enabled if the the selected actors arenÆt in the selected level.
#TTP 335685 - EDITOR: Level Browser: Allowed to click "move selected actor to level" on an actor that is already in the selected level

#branch UE4

#proj Editor.WorldBrowser
#proj Editor.Levels

#change Added a new method IsValidMoveActorsToLevel to both FLevelCollectionModel and FLevelCollectionViewModel, this is used to enable the Move Actor to level command for both cases. It scans the selected actors and checks their levels against the selected levels. If any actor is contained within any of the selected levels it disables the control. It also disables the control should there be no actors selected. If both of these cases pass it simply checks if the level is editable.

#reviewedby Chris.Wood

[CL 2113869 by Barnabas McManners in Main branch]
2014-06-23 06:42:01 -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
Dmitriy Dyomin
d268228263 World Browser: Fixed case when user was able to move selected actors to a hidden level, which was causing unexpected results
[CL 2104406 by Dmitriy Dyomin in Main branch]
2014-06-13 06:28:41 -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
Dmitriy Dyomin
88fbe9a4bb World Browser: Removed inner streaming levels
[CL 2098738 by Dmitriy Dyomin in Main branch]
2014-06-09 11:11:25 -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
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
Dmitriy Dyomin
6e94b4d622 World Browser: Do not redraw tiles while shaders still compiling
[CL 2078585 by Dmitriy Dyomin in Main branch]
2014-05-20 02:41:58 -04:00
Dmitriy Dyomin
c6d6f9446d World Browser UX improvements
Splitted World Browser views into three independent windows, each window can be summoned from a hierarchy view or details view toolbar
World composition can now be toggled through WorldSettings - bEnableWorldComposition. Once enabled persistent level will be treated as a world root. No more '?worldcompistion' parameter workarounds. 'Open World' command was removed, as levels saved with world composition enabled can be open through 'Open Level' command.
Added bEnableWorldOriginRebasing parameter to WorldSettings, which contols whether world origin shifting should be used

[CL 2072584 by Dmitriy Dyomin in Main branch]
2014-05-14 02:16:14 -04:00
Mikolaj Sieluzycki
45c031d576 #ttp 331438 UE4: PlatformMath refactor
#proj core
#branch UE4
#summary Rename Trunc, Round, Floor, Ceil to TruncToInt, RoundToInt, FloorToInt, CeilToInt. Added *ToFloat versions. Repeated for FGenericPlatformMath and all derived classes for all platforms wherever applicable. Corrected comment in Fractional and added Frac() which does HLSL-style fractional (x - floor(x)). Checked for compilation on all projects (with cooking levels wherever applicable). Didn't change Fractional to Frac, this will be done in second commit.
#codereview robert.manuszewski

[CL 2064306 by Mikolaj Sieluzycki in Main branch]
2014-05-06 06:26:25 -04:00
Barnabas McManners
9445f57396 Diff functionality now supports Paths with whitespace.
#TTP 331892 - Editor: Blueprint Defaults Diff: Lauching diff tool does not work with spaces in paths

#branch UE4

#proj Editor.BehaviourTreeEditor
#proj Editor.WorldBrowser
#proj Editor.Levels
#proj Developer.AssetTool

#change Wrapped the file paths in double quotes, this means that the full path gets passed to P4Merge

#reviewedby Chris.Wood

[CL 2060955 by Barnabas McManners in Main branch]
2014-05-01 08:53:08 -04:00
Dmitriy Dyomin
fe85d69b84 Disabled "Merge..." command when persistent level is selected in World Browser
[CL 2055333 by Dmitriy Dyomin in Main branch]
2014-04-24 07:23:57 -04:00