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]
#ttp 333366 - BP: The variable right click context menu appears instead of the "Add New" menu when right clicking the empty space under Local Variables
[CL 2108336 by Michael Schoell in Main branch]
When creating a Gameplay Ability Blueprint the user will select the parent class from a filtered list. All classes on the list must be descended from UGameplayAbility.
[CL 2108320 by Fred Kimberley in Main branch]
#ttp 338544 - EDITOR: Update Notifications "Show Log" to "Show Output Log"
#branch UE4
#change Changed hyperlink text to be more specific in individual instances of FNotificationInfo objects.
#reviewedby Chris.Wood
[CL 2108221 by Richard TalbotWatkin in Main branch]
#ttp 337370 - EDITOR: CRASH: Placing an actor that has been renamed from the recently placed list results in an ensure
#branch UE4
#proj Editor.PlacementMode
#add Added new delegate to the OnAssetRenamed event (in FPlacementMode::Initialize / FPlacementMode::~FPlacementMode).
#add Created FPlacementMode::OnAssetRenamed which goes through the RecentlyPlaced array and amends the ObjectPath to the new path.
#reviewedby Chris.Wood
[CL 2108220 by Richard TalbotWatkin in Main branch]
#TTP 337805 - Regression: EDITOR: MATINEE: CRASH: Adding an empty group to track results in a crash
#branch UE4
#proj Editor.Matinee
#change implemented the ActiveRecordCounts introduced in CL2092174, this means that it passes the check in CheckState.
#reviewedby Chris.Wood
[CL 2108042 by Barnabas McManners in Main branch]
Using AddSP to bind onto a multicast delegate that's removed in a class's destructor is dangerous because the weak pointer used to compare against the 'this' pointer passed to .RemoveAll() will be invalid by the time it is compared. This causes "HasSameObject" to fail as the object cannot be pinned. I've have changed these to be raw bindings so that the ownership is explicit and thus force the call to RemoveAll to succeed correctly without leaving behind a null delegate instance. Previously, with a null delegate instance still in the list when the module is reloaded, that memory becomes invalid causing a crash when the event attempts to purge invalid delegate instances from its invocation list.
Also fixed one place where OnTakeHighResScreenShots was being bound but never removed (this looked like a copy paste error)
This addresses TTP#337596 - CRASH: EDITOR: Reload after Recompile causes crash
#codereview Max.Preussner
[CL 2108007 by Andrew Rodham in Main branch]
The event is broadcast inside SpawnActor, so there's no need for the outer function to broadcast it as well. This addressees TTP#338333 - EDITOR: VOLUMES: Convert Actor: Duplicate actor appears in scene outliner.
Reviewed by Tom Sarkanen, Matt.Kuhlenschmidt
[CL 2107978 by Andrew Rodham in Main branch]
This addresses TTP#336924 - Editor: Mesh Export: Default Export Selected/All option is .OBJ but should be .FBX
Reviewed by Andrew Brown, Matt Kuhlenschmidt
[CL 2107977 by Andrew Rodham in Main branch]
This addresses TTP#337700 - EDITOR: When creating a static mesh from selected brush, the path picker displays blueprint text for "create" button and asset name text field
Reviewed by Andrew Brown, Matt Kuhlenschmidt
[CL 2107973 by Andrew Rodham in Main branch]