Commit Graph

43 Commits

Author SHA1 Message Date
Matt Kuhlenschmidt
cb140c07dc Merged GitHub pull request #202 to main.
refactored tga code to allows use outside of EditorFactories.cpp
added support for grayscale jpeg
fix memory leak in jpeg code
changes in AssetTools to allow to specify precise factory when multiple factories support the same filetype
changes in Plugin.cs to allow binary only plugins
exposed parts of engine API to other modules

[CL 2108453 by Matt Kuhlenschmidt in Main branch]
2014-06-17 16:16:40 -04:00
Dan Oconnor
bf6ab17e30 #UE4 adding an accessor so that I don't have to copy/paste the loadmodule call, matches the empty module template...
[CL 2107248 by Dan Oconnor in Main branch]
2014-06-16 14:26:53 -04:00
Marc Audy
b5d0595945 Remove sound headers from EnginePrivate.h
[CL 2104573 by Marc Audy in Main branch]
2014-06-13 10:24:54 -04:00
Mark Satterthwaite
6b6afdde88 Fix AssetTool's diff command generation generating garbage strings and modify Mac's ExecProcess and CreateProc to handle finding applications by name and using application bundles.
#codereview michael.trepka

[CL 2104565 by Mark Satterthwaite in Main branch]
2014-06-13 10:19:41 -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
Fred Kimberley
3aaa8071f3 Added gameplay asset type category.
Modified FilterList and NewAssetContextMenu to only display categories that contain at least one item.

[CL 2103921 by Fred Kimberley in Main branch]
2014-06-12 19:36:17 -04:00
Bob Tellez
193436485e UE4: World assets are now shown as "Level" assets in the UI.
[CL 2101181 by Bob Tellez in Main branch]
2014-06-10 20:00:06 -04:00
Bob Tellez
1b57237405 UE4: Renamed FStatusMessageContext to FScopedSlowTask which describes its purpose much more clearly.
[CL 2099448 by Bob Tellez in Main branch]
2014-06-09 15:41:37 -04:00
James Golding
1221b9bffd Don't include Slate.h/SlateCore.h in Engine.h/EnginePrivate.h
[CL 2091786 by James Golding in Main branch]
2014-06-02 14:19:25 -04:00
James Golding
0acc73086d Engine.h trimming (AnimNode classes, SkeletalMeshActor.h)
Remove unused AnimationTypes.h/.cpp

[CL 2086878 by James Golding in Main branch]
2014-05-29 17:24:15 -04:00
Mikolaj Sieluzycki
c11610c881 Remove Particle headers from Engine.h and include only where needed.
#codereview Robert.Manuszewski

[CL 2085445 by Mikolaj Sieluzycki in Main branch]
2014-05-29 17:02:05 -04:00
James Golding
ccb4e5d277 More Engine.h cleanup (AnimCompression, Niagara, AnimSet, AutomationTestSettings, BookMark, BrushBuilder, Channels)
[CL 2085401 by James Golding in Main branch]
2014-05-29 17:01:48 -04:00
Marc Audy
793ed4c7ed Fix shadowed variables
[CL 2083425 by Marc Audy in Main branch]
2014-05-29 16:52:50 -04:00
Bob Tellez
2726e358e6 UE4: When opening a world via the content browser, you are now prompted for save if you have unsaved work, just as you would be if you opened via the file menu.
[CL 2082678 by Bob Tellez in Main branch]
2014-05-29 16:42:07 -04:00
James Golding
507c402a4e Remove Material Expression headers from Engine.h and only include where needed
#codereview nick.penwarden

[CL 2082041 by James Golding in Main branch]
2014-05-22 11:33:54 -04:00
Gareth Martin
6d0092c3b4 Remove more foliage headers from Engine.h and include only where needed
[CL 2081983 by Gareth Martin in Main branch]
2014-05-22 10:38:37 -04:00
Gareth Martin
cc096d560f Remove landscape/foliage headers from Engine.h and include only where needed
[CL 2081860 by Gareth Martin in Main branch]
2014-05-22 07:52:43 -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
Bob Tellez
e07b90a385 UE4: Fixed several issues related to loading an already-loaded world.
Loading the same world that is already loaded directly now early-outs.
Loading a sublevel of the currently edited world now keeps the sublevel in memory, patches the owning world, and properly GCs the old world.
Redirectors are now unloaded during editor cleanse (map transitions) to prevent references to worlds from preventing GC.
Already-loaded worlds are no longer unloaded when the editor switches to begin editing them. Switching away from that world, however, does unload it naturally.

[CL 2078350 by Bob Tellez in Main branch]
2014-05-19 21:05:27 -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
Andrew Rodham
935bc7af69 Fixed a crash caused by a callback being removed from a multicast delegate while it was still pending invocation
This was a tough one to track down. The problem showed up when closing a matinee editor whilst a preview camera was selected in the world. Several clients all hook into the EditorModeChanged event to do some cleanup when the matinee editor is closed.

When matinee was closed, it fired the event to say that the mode is changing. This broadcast took a copy of the invocation list, and proceeded to invoke each delegate. One of these handlers resulted in the preview actor being deleted, which ended up deleting its associated preview viewport. As part of the viewport's destructor it correctly removes its raw ptr from the mode changing delegate list. However, since this event is currently broadcasting, a copy of the delegate still exists in the local invocation list which is invoked later on. The trouble is, the user object has been destroyed by this time.

I have fixed this by moving the destruction of the preview actor to a subsequent event triggered when the matinee mode is exited. This is invoked immediately after the OnEditorModeChanged event, and fixes the issue because it waits until the first broadcast to finish before destroying the viewport.

The alternative would have been to make FEditorViewportClient derive from TSharedFromThis<> and use AddSP for its binding, but I don't think that publicizing the sharing of viewport clients is the right approach. I'd rather keep ownership of viewport clients more explicit.

Reviewed by Thomas.Sarkanen, Matt Kuhlenschmidt

[CL 2061973 by Andrew Rodham in Main branch]
2014-05-02 04:37:59 -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
Daniel Broder
1b562a7b22 Merging using UE4-Fortnite-To-UE4 using CL 2058592.
Removed UENUM() from EMyTownBuildingsWidgetSorting and EMyFortRatingStarSize to fix compile issues and because UENUM() was unnecessary.

Also made hand-fix to UAIHotSpotRenderingComponent by removing HeaderGroup (obsolete).

Did not merge TRV_HAF_Outer_012_lower_border or TRV_HAF_Outer_030 umaps due to conflicts and based on advice from Stefan.

[CL 2060490 by Daniel Broder in Main branch]
2014-04-30 17:34:38 -04:00
Andrew Brown
15c505e13b Content Browser: Enter and SpaceBar keys can now be remapped.
#ttp 333671 - EDITOR: Content Browser: Customizable shortcut for opening assets and folders

#branch UE4

#add Added two new commands so that the Enter and SpaceBar functionality can be remapped.

#change Renamed EAssetTypeActivationMethod types so they don't mention which key was used, but the action that key performed.

reviewed by Thomas.Sarkanen

[CL 2059964 by Andrew Brown in Main branch]
2014-04-30 10:58:31 -04:00
Max Preussner
b63129a60c Slate: Refactored core Slate implementation into SlateCore module in preparation for UMG.
Other Updates:
- The WidgetReflector is now in its own module as well. It will be converted to a plug-in later.
- The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed.
- Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed.
- Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.)

Upgrade Notes:
- The Slate Remote Server is currently disabled - will be re-enabled shortly!
- If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file.
- If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore'
- The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed
- IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget()

Troubleshooting:
- After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project
- If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore'
- If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine

[CL 2057118 by Max Preussner in Main branch]
2014-04-26 15:07:24 -04:00