Commit Graph

16 Commits

Author SHA1 Message Date
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Ben Zeigler
24a8d60723 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226)
#lockdown Nick.Penwarden
#rb None

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3173153 on 2016/10/25 by Graeme.Thornton

	Pak signing changes
	 - Integrated into EDL loader
	 - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup.

Change 3173531 on 2016/10/25 by Steven.Hutton

	Removing unused j query packages.

Change 3174743 on 2016/10/26 by Gil.Gribb

	UE4 - fixed COTF with EDL

Change 3177896 on 2016/10/28 by Steve.Robb

	TSharedPtr and TSharedRef aliasing constructors.
	Removal of static_asserts for TSharedPtr<UObject>.

Change 3180343 on 2016/10/31 by Steve.Robb

	Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741.

Change 3181382 on 2016/11/01 by Steve.Robb

	Visual Studio debugger visualizers for delegates.

Change 3182738 on 2016/11/02 by Graeme.Thornton

	Re-enable signed archive reader so non-pakpreacher based reads still get signature checked

Change 3183420 on 2016/11/02 by Steve.Robb

	Fix to TIsZeroConstructType for TScriptDelegate.

Change 3184872 on 2016/11/03 by Robert.Manuszewski

	Fixing memory stomps in SSL certificate initialization (found with mallocstomp)

Change 3184873 on 2016/11/03 by Robert.Manuszewski

	Adding thread safety checks to async loading code

Change 3185535 on 2016/11/03 by Ben.Zeigler

	Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components.

Change 3186636 on 2016/11/04 by Graeme.Thornton

	AES encryption integrated into EDL system
	Pak signing and AES encryption now configurable by ini files rather than magical text files

Change 3186637 on 2016/11/04 by Graeme.Thornton

	Configured pak signing and encryption in ShooterGame for reference

Change 3186639 on 2016/11/04 by Graeme.Thornton

	Encryption changes for Orion
	* Move pak signing keys into new INI format
	* Add AES key and enable INI file encryption

Change 3186661 on 2016/11/04 by Graeme.Thornton

	Change unrealpak command line params to accept AES key as a separete parameter

Change 3186670 on 2016/11/04 by Robert.Manuszewski

	Adding a null check before using a package pointer in Linker code

	#jira UE-38237

Change 3186775 on 2016/11/04 by Graeme.Thornton

	Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler
	 - PS4 and Mac fixes. Other platforms might need fixing too!

Change 3186823 on 2016/11/04 by Graeme.Thornton

	Fixed an incorrect size check in the EDL pak signing code

Change 3186925 on 2016/11/04 by Graeme.Thornton

	Allow UnrealPak to read encryption settings from project ini files

Change 3189885 on 2016/11/08 by Graeme.Thornton

	Static analysis warning fix

Change 3190015 on 2016/11/08 by Robert.Manuszewski

	Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread

Change 3190253 on 2016/11/08 by Chris.Wood

	Improved MDD performance for on the CR server.
	[UE-37566] - Improve MDD performance on CR server

	Blocked MDD init'ing the crash handling code as it isn't desirable on the server.
	Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper.

Change 3192993 on 2016/11/10 by Robert.Manuszewski

	Thread Heartbeat will no longer report the same hang multiple times.

Change 3193111 on 2016/11/10 by Robert.Manuszewski

	Minor change in the condition that detects the same hangs - allow the same callstacks from different threads

Change 3193168 on 2016/11/10 by Steve.Robb

	TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely.

Change 3193171 on 2016/11/10 by Steve.Robb

	Easier debugging of FPendingRegistrantInfo map.

Change 3193188 on 2016/11/10 by Steve.Robb

	TAutoPointer deprecated.

Change 3193796 on 2016/11/10 by Graeme.Thornton

	Fix pak creation failure when no pak signing keys are supplied

Change 3194524 on 2016/11/11 by Graeme.Thornton

	Another static analysis warning fix

Change 3195119 on 2016/11/11 by Steve.Robb

	TAutoPtr deprecated.
	Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]).
	Some large headers moved into .cpp files.

Change 3196582 on 2016/11/14 by Gil.Gribb

	UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.

Change 3196878 on 2016/11/14 by Steve.Robb

	TScopedPointer deprecated.

Change 3198061 on 2016/11/15 by Steve.Robb

	Class array is no longer regenerated when saving UClasses.

Change 3198065 on 2016/11/15 by Robert.Manuszewski

	Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread.

Change 3198199 on 2016/11/15 by Robert.Manuszewski

	Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed.

Change 3199954 on 2016/11/16 by Graeme.Thornton

	Removing USING_SIGNED_CONTENT

Change 3200221 on 2016/11/16 by Chris.Wood

	CrashReportProcess code cleanup - removing unused using directives

Change 3200232 on 2016/11/16 by Chris.Wood

	Multiple CrashReportProcess updates and improvements (CRP v1.2.6)
	UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives

	InvalidCrashReports now saved to S3 instead of local folder
	Removed option tosync MinidumpDiagnostics from Perforce
	Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing)
	Added improved logging to Slack with option to monitor MDD performance
	Added hourly log folders to MDD logs
	Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures)

Change 3200382 on 2016/11/16 by Robert.Manuszewski

	Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists).

Change 3200562 on 2016/11/16 by Gil.Gribb

	UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication.

Change 3201093 on 2016/11/16 by Ben.Zeigler

	#UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only.
	Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only.

Change 3201736 on 2016/11/17 by Steve.Robb

	Strtoi64 platform and TCString functions.

	#fyi robert.manuszewski

Change 3201938 on 2016/11/17 by Ben.Woodhouse

	Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future.

	Commandline:
	p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp

	#fyi robert.manuszewski

Change 3203757 on 2016/11/18 by Robert.Manuszewski

	Removing debug code from async loading code.

Change 3203927 on 2016/11/18 by Robert.Manuszewski

	Fixing comments in the async loading code.

Change 3204851 on 2016/11/18 by Steve.Robb

	Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value.

Change 3204854 on 2016/11/18 by Steve.Robb

	UEnumProperty.

Change 3205027 on 2016/11/18 by Ben.Zeigler

	Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr
	Add Get() to TSubclassOf so it matches our other wrappers
	Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility
	Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf

Change 3206334 on 2016/11/21 by Ben.Zeigler

	#UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries
	#UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient.
	Cook finishes but game is still crashing in some cases, so I might adjust this after other testing

Change 3206353 on 2016/11/21 by Ben.Zeigler

	Fix EnumProperty to handle EDL preload dependencies properly

Change 3206625 on 2016/11/21 by Ben.Zeigler

	Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient

Change 3206937 on 2016/11/21 by Ben.Zeigler

	#jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one
	Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer
	Correctly save enum tag for enum properties, it was being set but not serialized

Change 3207002 on 2016/11/21 by Ben.Zeigler

	#jira UE-38799
	Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed.
	Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future.
	If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time.
	We should generally outlaw non-transient objects with transient outers, it does not do what people expect.

Change 3207032 on 2016/11/21 by Ben.Zeigler

	#jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do

[CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
Max Chen
41e5062f30 Copying //UE4/Dev-Sequencer to //UE4/Main (Source: //UE4/Dev-Sequencer @ 2945541)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2837601 on 2016/01/20 by Thomas.Sarkanen

	Sequencer: Exposed bool, byte, event, fade, float, slomo, and visibility section keys in context menu

Change 2840895 on 2016/01/23 by Thomas.Sarkanen

	Sequencer: Moved key proxy handling from section into key area; added support for grouped keys; exposed color properties in context menu.

Change 2901092 on 2016/03/09 by Thomas.Sarkanen

	Sequencer: Fixed ensure() and crash when exiting PIE & then playing back in editor

	Made sure that instances that are playing that have active montages can re-connect to a playing montage if it is already active. We dont stop/start preview/non-
preview playback when switching modes right now so I've just made the system robust to the switch when playing back animation.
	Ensured that instances are kept up to date by hooking into EndPlayMapDelegate. This fires slightly later than OnEndPIE, so it allows us to pick up when instances
have been deleted from the world. OnEndPIE is fired before the worlds are shutdown so instances can still be bound to valid (but nearly dead) actors at this point.

	#jira UE-27898
	#jira UE-27899

Change 2901159 on 2016/03/09 by Chris.Bunner

	Allow EXR frames from SaveHighResScreenshot to be uncompressed (r.SaveUncompressedEXRFrames).

Change 2903123 on 2016/03/10 by Max.Chen

	Sequencer: Add snapping for the in/out range.

Change 2903126 on 2016/03/10 by Max.Chen

	Sequencer: Fix split and trim for cinematic shot sections so that the start offset value is set.

Change 2903132 on 2016/03/10 by Max.Chen

	Sequencer: Create camera here and set it as the current camera cut.

Change 2903138 on 2016/03/10 by Max.Chen

	Sequencer: Improve mechanism for adding objects to Sequencer. Hold down shift while dragging from content browser to add as a spawnable. Hold down ctrl while
dragging from content browser to add as a possessable.

Change 2903143 on 2016/03/10 by Max.Chen

	Sequencer: Add 4k to movie capture dialog.

	#jira UE-28147

Change 2903157 on 2016/03/10 by Max.Chen

	Sequencer: Pop out of locked camera when popping out of the sequence.

	#jira UE-27662

Change 2908097 on 2016/03/14 by Andrew.Rodham

	Sequencer: Added default viewport type onto the viewport types menu
	  - The activation command for a given viewport type no longer toggles it if it's already active, it will just do nothing.
	  - Switching back to the default viewport type can be achieved with SHIFT+D

Change 2911869 on 2016/03/16 by Max.Preussner

	Editor: Caching device proxy manager, so the UI doesn't constantly poll for the TargetDeviceServices module

Change 2917943 on 2016/03/22 by Thomas.Sarkanen

	Sequence Recording: Added "Record New Sequence From Current Player" to sub-sequence track menu

	This option is only available in PIE. When selected it primes a new seciton for recording against the pawn that is currently being controlled by the player.

Change 2917946 on 2016/03/22 by Max.Chen

	Sequencer: Automatically add and attach a cine camera when dropping a crane or rail.

Change 2917954 on 2016/03/22 by Thomas.Sarkanen

	Fix anim dynamics going crazy on time skips

	Added new API to FAnimNode_Base: NeedsDynamicReset and ResetDynamics.
	This allows nodes that subscribe to this interface to be reset on teleport/time skips.
	Call through to ResetDynamics on zero timestep (ie. skips) in the preview path in Sequencer.

Change 2917961 on 2016/03/22 by Frank.Fella

	Sequencer - Sequencer - Update the color track code to match the behavior in matinee, also remove empty light color tracks from the sequence, and add a missing
particle parameter track.

Change 2917984 on 2016/03/22 by Max.Chen

	Sequencer: Fix crash on deleting object binding nodes multiple times.

Change 2917986 on 2016/03/22 by Max.Chen

	Sequencer: Fix if adding multiple camera cuts at the same time with the same duration as an existing camera cut. The camera is replaced in this case.

Change 2917994 on 2016/03/22 by Jeff.Farris

	Support for scene depth picker. Used for focus depth sampling in cine cams.

Change 2918003 on 2016/03/22 by Max.Chen

	Sequencer - Fix selection issues related to keying an undo by moving the selection clear on rebuild to after the tree selection state has been cached by path.

Change 2920371 on 2016/03/23 by Max.Preussner

	UnrealEd: Added a file import path that doesn't load the entire file into memory prior to importing

	UFactory::StaticImport will now call FactoryCreateFile for both text and binary files. The default implementation will load the file into a buffer/string and call
FactoryCreateBinary/FactoryCreateText to preserve legacy behavior. New factories may override FactoryCreateFile to perform their own file processing instead.

Change 2923359 on 2016/03/25 by Max.Preussner

	UnrealEd: Refactored out StaticImportObject code into ImportObject

Change 2924887 on 2016/03/28 by Jeff.Farris

	Sequencer: Camera Anim and Camera Shake tracks now support PostProcess changes in the CameraAnim

Change 2927283 on 2016/03/30 by Max.Chen

	Sequencer: Fix crash resetting default in audio track in sequencer. Fix audio track rename when adding another audio.

	#jira UE-28836, UE-28859

Change 2928290 on 2016/03/30 by Max.Preussner

	ContentBrowser: Disabling 'Show in Explorer' context menu option for newly created/unsaved asset(s)

Change 2928480 on 2016/03/30 by Max.Preussner

	AssetTools: Added built-in type category for Media assets

Change 2928498 on 2016/03/30 by Max.Preussner

	AssetTools: Sorting asset type categories alphabetically

Change 2932326 on 2016/04/04 by Frank.Fella

	Sequencer - Add "paste from matinee" support for audio tracks, and add volume support to audio sections in sequencer.

Change 2933917 on 2016/04/05 by Max.Preussner

	Core: Added microseconds support to FTimespan

Change 2933920 on 2016/04/05 by Max.Preussner

	Sockets: Simplified socket timeout assignments

Change 2935434 on 2016/04/06 by Max.Chen

	Sequencer: Deselect possessable before converting it to a spawnable and deleting it. Also, make sure the newly converted spawnables are selected. This fixes a bug
where the transform gizmo remains after adding a spawnable.

	Also, consolidate code for adding possessables to sequencer so that the newly added possessable node will be selected in the widget tree.

	#jira UE-28215

Change 2935590 on 2016/04/06 by Jeff.Farris

	Made crane rig preview mesh at the tip move as expected and appear in a reasonable place.

Change 2936082 on 2016/04/07 by Max.Chen

	Sequencer: Attach should use default attach component of the actor if it exists. This fixes a bug where trying to attach to a camera crane rig attaches to the
proper component.

Change 2936118 on 2016/04/07 by Max.Chen

	Sequencer: Adding crane/rail with shift now adds the crane/rig as a spawnable and the attached cine camera as a spawnable. An attach track is created for the cine
camera spawnable.

	#jira UE-28308

Change 2937226 on 2016/04/07 by Max.Chen

	Sequencer: Add invalidation when levels are added or removed.This fixes a bug were if you have a level sequence open and then add a sublevel that the level
sequence operates on, it correctly updates the actors from the new sub level.

	#jira UE-27595

Change 2937263 on 2016/04/07 by Frank.Fella

	Sequencer - Changed the matinee to sequencer conversion tools so that curve keys set to "clamped auto" import as user tangents since we don't support clamped auto
in sequencer.

Change 2937273 on 2016/04/07 by Max.Chen

	Sequencer: No longer experimental/betal and now enabled by default.

	#jira UETOOl-625

Change 2937694 on 2016/04/08 by Max.Chen

	Curve Editor: Separate out input and output snapping.

	#jira UE-27209

Change 2937852 on 2016/04/08 by Andrew.Rodham

	Sequencer: Spawnables no longer use generated classes

	  - Spawnables now store a template actor instance, rather than a generated class
	  - All relevant code has been converted to use this new approach
	  - Spawnable defaults are now harvested directly from any spawned instances when the movie scene is saved, or when the object is de-spawned. We only do this for
spawnables *in the currently active sequence instance*. This approach ensures that instance components and other properties persist.
	    - Currently we don't mark the package as dirty when the defaults are changed. This needs to be addressed.
	  - Some fixes have been made to AActor and Actor Iterators to ensure that actors not contained within a level do not crash.
	  - Spawning optimisations to follow

Change 2937956 on 2016/04/08 by Max.Preussner

	Sequencer: Added selection range commands to general toolbar menu

Change 2937981 on 2016/04/08 by Max.Preussner

	Sequencer: Refactored GetKeyHandles to take a time range for filtering keys

Change 2938007 on 2016/04/08 by Max.Preussner

	Sequencer: Implemented selection range key selection

Change 2938184 on 2016/04/08 by Max.Chen

	Sequencer: Find in Content Browser is now in the top level menubar.

	#jira UE-21598

Change 2938665 on 2016/04/08 by Frank.Fella

	UMG - Add support for material animation.

Change 2939048 on 2016/04/10 by Max.Chen

	CineCamera: Change current position on rail to normalize position.

Change 2939067 on 2016/04/10 by Max.Chen

	Sequencer: Add paste color from matinee

Change 2939587 on 2016/04/11 by Andrew.Rodham

	Sequencer: Fixes to spawnable rework
	  - Removed commented out code.
	  - Fixed particle system components not disabling auto activate.
	  - Instance Components are now correctly registered on spawn.
	  - Removed ability to set the editable flag on actors in favor of a delegate assigned to SActorDetails to disable property editing on actors spawned from outside
of the currently focused sequence.

Change 2939666 on 2016/04/11 by Andrew.Rodham

	Sequencer: Fixed active sequence ID not being set on creation

Change 2940663 on 2016/04/12 by Andrew.Rodham

	Sequencer: Spawnable object templates now always have the RF_ArchetypeObject flag

	#jira UE-29337, UE-29339

Change 2940742 on 2016/04/12 by Thomas.Sarkanen

	Improvements to sequence recording API

	Sequence recording is now more extensible.
	Moved the majority of recorders into a seperate module.
	Cleaned up recorder API, removed bRecord that was only really used once.
	Added factory class as a modular feature that allows users to register and implement their own recorders.
	Recorders can supply their own settings classes. These are incorporated into the UI via a details customization so they appear to be seamlessly integrated.
	Exposed components to record as an advanced setting. Users can use this to gate the components and actors that are recorded.

	#jira UE-28850 - Update sequence recording API for better extensibility

Change 2940828 on 2016/04/12 by Max.Chen

	Level Editor: Clear the camera preview if the level viewport is locked to the same camera.

	#jira UE-27489

Change 2941090 on 2016/04/12 by Frank.Fella

	Sequencer - Fix inconsistencies with the level visibility track.
	+ Add an option to update a track instance when it stops playing due to it's parent movie scene being deactivated as a sub-scene.
	+ Reset level visibility state when the section ends, or when it's parent subsection ends.

Change 2941427 on 2016/04/12 by Andrew.Rodham

	Sequencer: Fixes for recorded dynamic components
	  - Dynamic components are now named uniquely within their owner actor, and are no longer re-bound to new object tracks when detached/re-attached
	  - New dynamic components are created every time a new component is detected on an actor, regardless of whether it was once attached before. This affords
recording externally managed components from a component pool.
	  - Section recorders for components that are no longer attached to the actor are now disabled correctly.

Change 2941760 on 2016/04/12 by Max.Preussner

	Editor: Setting up correct material expresions when creating material from normal map texture

Change 2941819 on 2016/04/13 by Max.Chen

	Sequencer: Fire named events in all sublevels.

	#jira UE-28843

Change 2942052 on 2016/04/13 by Andrew.Rodham

	Sequencer: Fixed not being able to add dynamic material parameter tracks to spawnables when the object is not spawned

	#jira UE-24287

Change 2942223 on 2016/04/13 by Max.Preussner

	Editor: Using built-in function to assign sampler format

Change 2942833 on 2016/04/13 by Max.Chen

	Sequencer: More copy matinee helpers.

	- Make some sections infinite.
	- Fix FindPossessableObjectId
	- Expose FindGroupByName

Change 2942944 on 2016/04/13 by Max.Chen

	Sequencer: Fix anim copy so that it doesn't create an animation clip longer than the next clip's start position.

Change 2943313 on 2016/04/14 by Max.Chen

	Sequencer: Initial matinee to level sequence asset converter. Right click on a matinee actor in the level and choose "Convert to Level Sequence"

	Current supports:
	 - movement tracks
	 - generic property tracks
	 - particle tracks
	 - anim control tracks
	 - event tracks
	 - audio tracks
	 - visibility track
	 - director track (fade, slomo, camera cuts)

	Possible todos:
	- Relative scale3D
	- Option to create spawnables instead of possessables
	- Create shots per director track camera cut instead of a direct translation to the camera cut track

	#jira UETOOL-467

Change 2943596 on 2016/04/14 by Andrew.Rodham

	Editor: Fixed placement mode scrollbar visibility not working for custom content

	#jira UE-27191

Change 2943651 on 2016/04/14 by Max.Chen

	Sequencer: Invalidate the audio waveform when the source changes.

	#jira UE-29394

Change 2943674 on 2016/04/14 by Max.Chen

	Sequencer: Store/restore playback state when rebuilding.

	#jira UE-29452

Change 2943993 on 2016/04/14 by Max.Chen

	Sequencer: Convert slot name from matinee to level sequence.

Change 2944156 on 2016/04/14 by Frank.Fella

	Sequencer - Fix undo when moving items into folders, and when deleting folder.

	#jira UE-27368

Change 2944227 on 2016/04/14 by Max.Chen

	Sequencer: Show curves in the curve editor if one of the parent nodes is selected. For example, if Location is selected, show Location.X, Location.Y, and
Location.Z

Change 2945057 on 2016/04/15 by Andrew.Rodham

	Editor: Fixed placement mode scrollbar visibility not working for custom content

	#jira UE-27191

#lockdown nick.penwarden

[CL 2945551 by Max Chen in Main branch]
2016-04-15 14:50:58 -04:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Andrew Rodham
93e71b9e6a Unified asset import data across all asset types.
The majority of asset reimport machinery is now held within UAssetImportData and FAssetImportInfo. This change allows us to remove the CachedAssetsBySourceFileName map from FAssetRegistry that was previously added to support auto reimport for 4.7.

The functionality of CachedAssetsBySourceFileName has been wrapped up in FAssetSourceFilenameCache, which sits on top of the asset registry in the editor.

This unification allows us to also consistently store the file timestamps and MD5 hashes of imported files. This subsequently allows auto-reimports to be ignored where a source content file has not actually changed (its MD5 is the same).

This addresses UETOOL-365 - Rework AssetRegistry changes to support auto-reimport

[CL 2567286 by Andrew Rodham in Main branch]
2015-05-27 16:16:21 -04:00
Marc Audy
20cc3e92bc Fix ScriptFactory not returning created blueprint
#codereview Mike.Fricker, robert.manuszewski

[CL 2507098 by Marc Audy in Main branch]
2015-04-09 14:34:41 -04:00
Mike Fricker
4de6cbb30c Fixed assertion when reimporting assets for script plugin components
#codereview robert.manuszewski

[CL 2501080 by Mike Fricker in Main branch]
2015-04-03 09:50:51 -04:00
Robert Manuszewski
8fd2f69974 Adding script contents validation when importing scripts for the script plugin. Added support for custom file extensions for script plugin.
[CL 2485714 by Robert Manuszewski in Main branch]
2015-03-20 01:39:43 -04:00
Robert Manuszewski
b506a691c0 ScriptPlugin will no longer import txt files
[CL 2485438 by Robert Manuszewski in Main branch]
2015-03-19 19:08:36 -04:00
Fred Kimberley
47cc7efc10 Deprecated AutoPriority and replaced it with ImportPriority. ImportPriority differs from AutoPriority in the following ways:
- Default value is 100 instead of 0 to allow other factories to have both higher or lower priority than the default.
 - Sorting is highest to lowest so factories with higher priority values go first.

Use ImportPriority to sort reimporting factories.

Merging changes 2382076 and 2382171 from Fortnite branch.

[CL 2387238 by Fred Kimberley in Main branch]
2014-12-12 14:13:31 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Ben Marsh
08dba3d1e9 More fixes for doxygen warnings.
[CL 2369707 by Ben Marsh in Main branch]
2014-11-25 08:44:20 -05:00
Jaroslaw Palczynski
7c41927cf4 Rename FPostConstructInitializeProperties to something simpler
Changed it with FObjectInitializer.

UECORE-7

[CL 2328384 by Jaroslaw Palczynski in Main branch]
2014-10-14 10:29:11 -04:00
Robert Manuszewski
f3c1bd92cd ScriptPlugin: Adding Lua lib project to fix the problem with not being able to compile Lua with the plugin anymore. Moved Script plugins out of Script subfolder, merged ScriptPlugin and ScriptEditorPlugin into ScriptPlugin.
[CL 2293479 by Robert Manuszewski in Main branch]
2014-09-11 03:16:52 -04:00