Commit Graph

17 Commits

Author SHA1 Message Date
Jaroslaw Palczynski
3a35a8dd0e Deprecate and remove checkAtCompileTime.
#ttp 337754
#codereview Robert.Manuszewski

[CL 2106862 by Jaroslaw Palczynski in Main branch]
2014-06-16 08:04:54 -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
fa954e7225 World Browser: Generated assets for LOD maps now stored inside LOD map package
World Browser: LOD maps generator now correctly handles maps under SC
ProxyMesh utilitiy now produces assets in a separate packages or in one single package
ProxyMesh and MergeActors utilities now use more consistent names for a produced assets (demolet naming conventions)

[CL 2104291 by Dmitriy Dyomin in Main branch]
2014-06-13 04:13:11 -04:00
Dmitriy Dyomin
fc3d408fa8 Added normal map export during landscape material flattening
World Browser LOD maps generator now creates landscape static meshes with normal maps

[CL 2100089 by Dmitriy Dyomin in Main branch]
2014-06-10 03:16:26 -04:00
Daniel Wright
1464dcf2c3 Distance field AO using a surface cache
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.

[CL 2093556 by Daniel Wright in Main branch]
2014-06-03 15:53:13 -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
Dmitriy Dyomin
1569308af9 Added options dialog for actor merging utility
[CL 2091686 by Dmitriy Dyomin in Main branch]
2014-06-02 06:42:23 -04:00
James Golding
9d302e8460 Remove more headers from Engine.h (StaticMeshResources.h, AnimTree.h, SkeletalMeshTypes.h, SkeletalMeshActor.h, LightingBuildOptions.h, PixelFormat.h, WorldComposition.h, VisualLog.h, StaticLighting.h, Lightmap.h, ShadowMap.h, Model.h)
[CL 2086772 by James Golding in Main branch]
2014-05-29 17:21:47 -04:00
Dmitriy Dyomin
f72e406774 World Browser: Landscape uses maximum LOD level for exporting to a raw mesh during LOD maps generation
[CL 2080049 by Dmitriy Dyomin in Main branch]
2014-05-21 03:23:48 -04:00
Keith Judge
6441b41b17 Pull request https://github.com/EpicGames/UnrealEngine/pull/170/ authored by I-Could-Not-Think-Of-Something-Good
[CL 2078911 by Keith Judge in Main branch]
2014-05-20 10:03:45 -04:00
Ori Cohen
46be7a51af Undo accidental change where we make BoneVertsInfo not use local space. Fixes the problems in PhAT
TTP#334913

[CL 2070531 by Ori Cohen in Main branch]
2014-05-12 13:39:45 -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
Lina Halper
c64b68081b - Fixed issue with importing doesn't apply cluster transform causing skin to be positioned with wrong transform.
- Fixed calculating vert size to not apply ref inverse transform. Vert position is imported on ref pose, so if you inverse it, you'll get scale 1, 1, 1 transform, which isn't true. Just using normal vert size should work fine.

[CL 2064094 by Lina Halper in Main branch]
2014-05-05 21:13:13 -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
Andrew Brown
eaca6fba1c The build scale is now taken into account when calculating a Static Meshes streaming texture factors.
#extra The user has to manually reimport the static mesh (and save) in order to process ComputeStreamingTextureFactors again and correct the streaming texture factors saved to the mesh. The level viewport will update to reflect the texture change after a couple of seconds have passed.

#ttp 332902 - LIVE: RENDERING: MipMaps blur as if using far LOD when mesh uses large Build Scale

#branch UE4

#change The LOD build scale is now applied to the wedge position as it is taken from the raw mesh.

reviewed by Thomas.Sarkanen

[CL 2054437 by Andrew Brown in Main branch]
2014-04-23 20:17:28 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00