Also removed tabs from the project browser dialogs when they're not necessary. Fixed up some incorrect icon sizes to work with the new layout.
[CL 2290664 by Andrew Rodham in Main branch]
Changed audio streaming manager add sound source function so that sources are ordered by priority and those that go over the stream limit are stopped
Added a function to FWaveInstance to check both whether streaming is supported and if it's using a streaming wave
Added a new function to the audio streaming manager to check whether a sound source should be created for a wave instance to avoid initialising sources that will not play
Set default amount of streams to 2 in the base engine ini
Added detail customization for AudioSettings so that maximum stream count setting is only shown to those using the experimental streaming switch
Fixed some unsafe sections of the Opus decompression code
Non-Unity build include fix
[CL 2262334 by Matthew Griffin in Main branch]
* Categorized templates into Blueprint/C++ templates and organized them into tabs
* New categories can be specified in the templatedefs.ini file of a template project using a Category tag:
Category=NewCategory
* New category types can be registered with a proper description and icon in code through FGameProjectGenerationModule::RegisterTemplateCategory.
* Added preview images to templates
* Generally tidied the UI
This addresses TTP#321302 - EDITOR: Project Browser: Reduce Thumbnail size of Templates
Reviewed by Matt.Kuhlenschmidt
[CL 2260660 by Andrew Rodham in Main branch]
TTP# 342920 - EDITOR: Cloned C++ projects do not compile correctly
TTP# 342762 - Editor: Feature Request: Relax the restrictions on what game modules can have new classes created within them
This has allowed the validation logic to be simplified, as it pushes the responsibility onto the user to say which module they want their new class to go into, rather than relying on the validation logic to correctly infer which module the class should be going into.
This also relaxes the previous naming restrictions due to assumptions about module names, as you're now able to add code to any module listed in your .uproject file.
I've tested:
- Adding code to a normal project.
- Adding code to a cloned project.
- Creating a new code based project.
- Adding code to an empty/blueprint based project.
All of these cases generated code which compiled correctly.
#codereview Ben.Marsh, Max.Preussner
[CL 2242790 by Jamie Dale in Main branch]
- Part of PR #306 by amigo and #ue4linux community.
- Mostly things like initialization order changes, but also platform-specific additions/improvements.
#codereview Josh.Adams
[CL 2235441 by Dmitry Rekman in Main branch]