Commit Graph

110 Commits

Author SHA1 Message Date
Chris Wood
8a112d6140 PushMenu() now respects QueryPopupMethod(). All menus now support reusing windows.
UE-14641 - Fix PushMenu() to use QueryPopupMethod()

Pretty big refactor
Adds IMenu as way to identify menus. Replaces referring to menus as SWindows.
Lots of uses of PushMenu() fixed up to match new API

#codereview Nick.Atamas

[CL 2579277 by Chris Wood in Main branch]
2015-06-05 20:19:33 -04:00
Timothy Reynolds
312809f542 Updated help button tooltips, including forums, wiki, documentation, and answer hub.
UE-16486, UE-16487

#codereview Matt.Kuhlenschmidt

[CL 2577167 by Timothy Reynolds in Main branch]
2015-06-04 12:31:03 -04:00
Michael Noland
b46436509a Editor: Allowed shifting snap layers to still work even if at the top/bottom layer, functioning as a shortcut for just snapping the selection to the current layer
[CL 2554420 by Michael Noland in Main branch]
2015-05-17 22:13:39 -04:00
Michael Noland
5f6f328a5c Editor: Various 2D snap layer improvements
Added several additional layer action commands:
- Move selection up a layer (Ctrl+PageUp, also changes active layer)
- Move selection down a layer (Ctrl+PageDown, also changes active layer)
- Move selection to top layer (Shift+Ctrl+PageUp, also changes active layer)
- Move selection to bottom layer (Shift+Ctrl+PageDown, also changes active layer)
- Cycle active snap layer forwards (Alt+PageUp)
- Cycle active snap layer backwards (Alt+PageDown)

Changed the snap layer viewport toolbar button to be a reasonable minimum width, reducing horizontal bounciness when switching layers

Snap layers in the project settings are now automatically sorted by depth when they are edited

[CL 2554371 by Michael Noland in Main branch]
2015-05-17 21:09:40 -04:00
Steve Robb
b74c3a8fdb Major refactor of actor iterators to support ranges.
New FActorRange, TActorRange and FSelectedActorRange.
Some example usage of the new range types.
FNetRelevantActorIterator removed, as it's not used.
FTickableLevelFilter removed.
Actor iterators' operator bool made explicit.

#codereview robert.manuszewski

[CL 2553370 by Steve Robb in Main branch]
2015-05-15 14:49:07 -04:00
Dmitriy Dyomin
6470b47750 Fixed: Build button does not generate HLOD assets
UE-15399

[CL 2546765 by Dmitriy Dyomin in Main branch]
2015-05-12 03:08:06 -04:00
Michael Noland
bc2cbc0b70 Editor: Switched styling on 'snap to layer' menu command to match normal menu items, made it bindable, and gave it a default key binding of Ctrl+Space
[CL 2546684 by Michael Noland in Main branch]
2015-05-12 01:32:04 -04:00
Richard TalbotWatkin
be3f0d1d94 Refactored mesh merging dialogs into a non-modal panel in a separate Editor module. Moved actor merging out of 'experimental' classification.
#jira UE-769 - EDITOR: Refactor mesh merging dialog boxes into a non-modal panel

[CL 2533251 by Richard TalbotWatkin in Main branch]
2015-05-01 03:43:37 -04:00
Daniel Wright
3e185d944f Removed defunct LightingTools menu
[CL 2521737 by Daniel Wright in Main branch]
2015-04-22 16:52:06 -04:00
Mike Fricker
403a84fcfa Asset Size Mapper tool
- New "Size Map" feature that shows the resource size for selected assets in Content Browser
- Select assets in Content Browser, right click and choose "Size Map..." to show sizes for those assets
- Select actors and press Alt+Shift+M to show sizes of assets used by those actors
- Select assets in Reference Viewer, right click and choose "Size Map..." to show sizes for those assets
- Also added a new "Tree Map" general purpose Slate widget (STreeMap)

[CL 2521609 by Mike Fricker in Main branch]
2015-04-22 15:58:21 -04:00
Matt Kuhlenschmidt
8f3aa2c7c7 Safeguard against unreproducible crash on mac opening the favorites menu
[CL 2519644 by Matt Kuhlenschmidt in Main branch]
2015-04-21 14:25:43 -04:00
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00
Rolando Caloca
27d7a0e070 UE4 - Fix ES3.1 emulation shader issues
#codereview Allan.Bentham

[CL 2514517 by Rolando Caloca in Main branch]
2015-04-16 13:02:21 -04:00
Rolando Caloca
9a899d66d4 UE4 - Mobile Preview for feature level ES3.1/Metal (experimental)
[CL 2510893 by Rolando Caloca in Main branch]
2015-04-13 18:00:32 -04:00
tommybear
a6a96d4a34 PR #868: Add "Snap Object To View" to Editor (Contributed by tommybear)
This allows you to align your view in the editor, select an actor in the
world outliner or in scene, right-click and select "Snap Actor to
Camera".  Actor will then set its location and rotation to match the
view.  This is super handy for quickly finding an awesome camera view in
the editor and then making your CameraActors match that view.

[CL 2501200 by Matt Kuhlenschmidt in Main branch]
2015-04-03 11:51:54 -04:00
Matt Kuhlenschmidt
41a8bd5eee Fix display name of transparent box select option
[CL 2498516 by Matt Kuhlenschmidt in Main branch]
2015-04-01 09:03:57 -04:00
Marc Audy
d89359c18a Remove GWorld from TexAlign
[CL 2484437 by Marc Audy in Main branch]
2015-03-19 10:06:05 -04:00
Marc Audy
a425eba9ed Unify Slate's FInputGesture and Engine's FInputChord as FInputChord defined in Slate
[CL 2481648 by Marc Audy in Main branch]
2015-03-17 11:36:28 -04:00
Dan Hertzka
8a4b9f7a5c [UE-9294] - Native components that are not visible uproperties are now read-only for in-world component editing
[CL 2474086 by Dan Hertzka in Main branch]
2015-03-10 14:08:41 -04:00
Ori Cohen
fd1b14704b Refactor overlap/sweep/raycast so that they explicitly use channel object type or profile.
Old functionality still works, but deprecated. Note that for the object type the object params have been moved to the same argument position as ByChannel and byProfile

[CL 2460970 by Ori Cohen in Main branch]
2015-02-25 16:38:53 -05:00
Matthew Griffin
fd7b2e7254 [INTEGRATE] Change 2438318 by Dan.Hertzka@Dan.Hertzka_T4682_4010 on 2015/02/09 12:20:44
[UE-8712] - Right-clicking a component in the world brings up a context menu with basic options
	- Fixed issue where duplicated components retained incorrect AttachChildren

[CL 2447004 by Matthew Griffin in Main branch]
2015-02-16 09:14:11 -05:00
Matthew Griffin
49acb00bed [INTEGRATE] Change 2436670 by Michael.Noland@mnoland-T2784-Reference on 2015/02/07 02:42:19
Editor: Add/clarify make Blueprint actions to the Blueprints toolbar button
	- Expose 'Blueprint from selected actor' (single actor; identical to invoking it from the details panel)
	- Expose 'Blueprint from selected components' (harvests components from mutliple actors, ignoring the actor classes themselves)
	- Rename 'New Blueprint Class' to 'New Empty Blueprint Class'
	- Move the make blueprint options to the top of the menu and push level script to be the second category

[CL 2446921 by Matthew Griffin in Main branch]
2015-02-16 08:24:55 -05:00
Matthew Griffin
037358b5c8 [INTEGRATE] Change 2433482 by Dan.Hertzka@Dan.Hertzka_T4682_4010 on 2015/02/05 09:11:04
[UE-8315] - Duplicated components appear in the proper location in BP editor
	[UE-8617] - Alt+LMB drag to duplicate component in world works
	[UE-8802] - Fixed issues with location of duplicated component
	[UE-9193] - Substantially reorganized cut, copy, paste, duplicate, and delete to work in the world. Moved most of the implementations to FComponentEditorUtils so it could be shared by the SCSEditor (in ActorInstance mode) and the level editor

	Checking in to keep from getting too unwieldly/large.
	Known issues:
	- Paste doesn't always show up in the right place
	- Paste always attaches to root in world
	- Can crash when undoing transform manipulation with multiple duplicated components selected

[CL 2441362 by Matthew Griffin in Main branch]
2015-02-11 06:05:44 -05:00
Richard TalbotWatkin
a44bfc7234 Additional change needed for CL 2438299.
[CL 2438441 by Richard TalbotWatkin in Main branch]
2015-02-09 13:39:50 -05:00
Matthew Griffin
ac6f68a9d9 [INTEGRATE] Change 2430370 by Michael.Noland@mnoland-T2784-Reference on 2015/02/03 15:13:32
Editor: Remove "Customize Scripting Behavior" context menu option that went down the anonymous blueprint route; create a named Blueprint via the details panel instead [UE-9013]

[CL 2437798 by Matthew Griffin in Main branch]
2015-02-09 06:48:20 -05:00