Commit Graph

33 Commits

Author SHA1 Message Date
Dmitriy Dyomin
8540eba4ab Foliage types grouped by sub-level in editor viewport menu
[CL 2628495 by Dmitriy Dyomin in Main branch]
2015-07-21 22:40:51 -04:00
Dmitriy Dyomin
f9bd6900f4 Visibility of each foliage type can be switched on/off per editor viewport UE-5238
[CL 2625492 by Dmitriy Dyomin in Main branch]
2015-07-19 22:56:38 -04:00
Martin Mittring
bf5590aaba minor polish on UI for FoV
[CL 2615225 by Martin Mittring in Main branch]
2015-07-09 11:43:27 -04:00
Matt Kuhlenschmidt
11dcdec78c Renamed AllowMatineePreview to AllowCinematicPreview since it will be used for Sequencer and Matinee for the time being.
[CL 2603841 by Matt Kuhlenschmidt in Main branch]
2015-06-29 09:24:16 -04:00
Jamie Dale
23592d149c Converted FUIAction to use ECheckBoxState when reporting its check state
There are now overloads to FUIAction that take a FGetActionCheckState delegate which is able to return any of the entries from ECheckBoxState. FIsActionChecked still exists for backwards compatibility, and converts the returned bool into a ECheckBoxState via a passthrough function.

#codereview Matt.Kuhlenschmidt

[CL 2570717 by Jamie Dale in Main branch]
2015-05-29 12:57:25 -04:00
Daniel Wright
62bfcac823 'Light Types' show menu
'Lighting Components' -> 'Ambient Occlusion' affects both DFAO and SSAO now
Added 'Screen Space Ambient Occlusion' show flag under 'Lighting Features'

[CL 2557658 by Daniel Wright in Main branch]
2015-05-19 16:32:45 -04:00
Matt Kuhlenschmidt
a483137720 Added placed cameras to the camera type dropdown menu in the level editor viewport
[CL 2527174 by Matt Kuhlenschmidt in Main branch]
2015-04-27 13:40:02 -04:00
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00
Mikolaj Sieluzycki
a96989f147 Add includes to files to remove the need of including Engine.h.
[CL 2508000 by Mikolaj Sieluzycki in Main branch]
2015-04-10 03:30:54 -04:00
PaulEremeeff
3d878d5a79 PR #996: Fixing PVS-Studio warnings (Contributed by PaulEremeeff)
I have reviewed each change carefully, but it is a large change and I could have missed something! Here is a summary of the types of changes in this CL:
 * Made nullptr checks consistent (the plurality of the changes are of this type)
 * Completed switch statements (IE, switch did not explicitly handle default case, but had unhandled enum entries - this is the second most popular type of fix)
 * Removed unused variables
 * Removed redundant initializations
 * WidgetNavigationCustomization.cpp was fixed by the owner
 * integers converted to floats where result was stored in a float
 * Removed redundent null checks (e.g. before delete statements)
 * Renamed variables to prevent non-obvious shadowing
 * Fixed use of bitwise & when checking for equality to an enum entry (which is often 0)
 * Fixes for some copy paste errors (e.g. FoliageEdMode.cpp)

[CL 2498053 by Dan Oconnor in Main branch]
2015-03-31 20:12:31 -04:00
Richard TalbotWatkin
1d7768ff2b Added 3 new orthographic viewport modes.
#jira UE-1143 - LIVE: Include option to view Orthographic views from both angles Front Back Left Right Top Bottom
#reviewedby Matt.Kuhlenschmidt

[CL 2480276 by Richard TalbotWatkin in Main branch]
2015-03-16 12:50:15 -04:00
Andrew Rodham
fb39a20762 Renamed Actor Locking editor functionality to Actor Pilot
Actor pilots are now initiated from the actor's context menu, rather than an unrelated menu on the viewport. Similarly, pilots can be stopped via the context menu for the actor, or from the viewport toolbar that is visible when a pilot is active.

This addresses UE-1091 - Allow actors to be piloted with the camera in UE4.

[CL 2446881 by Andrew Rodham in Main branch]
2015-02-16 07:13:08 -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
Matt Kuhlenschmidt
d647c8f5ed Fix cases of constant FName recreation in the editor which is affecting performance
[CL 2363352 by Matt Kuhlenschmidt in Main branch]
2014-11-18 09:57:20 -05:00
Andrew Rodham
50bfbf7e0b Added Worlds and Level Blueprints to the scene outliner
This change includes a large rework of the scene outliner to make it more expandable and flexible with what data it supports.
Tree items now support visitation to allow for external logic on custom columns etc without having to type check and cast.
Sorting has been overhauled to be more flexible and efficient. It now supports correct lexical comparison for numbers.

[CL 2354514 by Andrew Rodham in Main branch]
2014-11-10 10:09:21 -05:00
Robert Manuszewski
af80979bb7 First phase of deprecating TSubobjectPtr<> replacing TSubobjectPtr properties in the Engine with normal pointers and adding subobject accessors for derived classes/client code.
[CL 2331521 by Robert Manuszewski in Main branch]
2014-10-16 09:02:30 -04:00
Matt Kuhlenschmidt
fb76f6393e Fix constant FName initialization in places that execute often
[CL 2294154 by Matt Kuhlenschmidt in Main branch]
2014-09-11 16:48:17 -04:00
bruce nesbit
0359b039e9 More widget tags for tutorials
Removed unused function prototype

[CL 2286231 by bruce nesbit in Main branch]
2014-09-05 10:00:26 -04:00
Mikolaj Sieluzycki
cfaf45ac58 Header cleanup: Engine module, public headers.
[CL 2265766 by Mikolaj Sieluzycki in Main branch]
2014-08-21 06:03:00 -04:00
Martin Mittring
0fcf9ab32a * cleaner UI - what is a showflag, what is not
[CL 2230377 by Martin Mittring in Main branch]
2014-07-24 15:16:00 -04:00
Michael Noland
0bfdf2a8f8 Editor: Fix typo of "Orthographic"
Integrate CL# 2124151 from 4.3 to Main

[CL 2124154 by Michael Noland in Main branch]
2014-07-02 07:32:07 -04:00
Andrew Rodham
7055102044 Locking a viewport to a camera actor now correctly uses the camera's properties
I've made a few changes here to make the code more consistent for the various ways of using a viewport to view an actor's position:
    * Camera properties are now taken off any UCameraComponent, not specifically limited to ACameraActors.
    * Calling FLevelEditorViewportClient::SetActorLock will now lock the viewport to the specified actor. If the actor has a camera component the viewport will inherit this camera's properties. The locked actor will also move with the viewport position if in perspective mode (as before).
    * ControllingActor and PostProcessingActor have been removed from FLevelEditorViewportClient. Both were used for PIP camera previews which now work by locking a viewport to their desired camera.
    * The inheriting of camera properties is controlled by the viewport "Camera View" setting shown on the quick settings viewport toolbar under the "Lock Viewport to Actor sub-menu.

This addresses TTP#337559 - feature request - improve viewport functionality for locking to camera

Reviewed by Chris Wood, Matt Kuhlenschmidt

[CL 2113995 by Andrew Rodham in Main branch]
2014-06-23 10:25:08 -04:00
Andrew Rodham
ba3528c9d4 Made it possible for asset editors to maintain their own FEditorModeTools lists
Breaking changes include:
    * Rename of GEditorModeTools -> GLevelEditorModeTools to signify that it applies only to the level editor modes
    * Addition of FEditorModeRegistry, responsible for managing and creating new editor modes. Modes are no longer registered with an instance of the mode, instead with a mode factory that is able to create a new mode of that type.
    * Editor modes now operate on FEditorViewportClients rather than FLevelEditorViewportClients
    * Added ability to specify an FEditorModeTools when creating an FEditorViewport

Moved component vizualiser manager handling outside of individual editor modes, and into FLevelEditorViewportClient. This should make it easier to transplant in future.

This work addresses TTP#334640 - EDITOR: Investigate making editor modes a per-'editor' concept

Reviewed by Michael Noland, Matt Kuhlenschmidt

[CL 2109245 by Andrew Rodham in Main branch]
2014-06-18 10:16:16 -04:00
Andrew Brown
7076c7b0bd Moved Stats sub menu entry from viewport's Show menu to the \\/ menu
#ttp 337844 - Editor: Move new stats menu to first drop down arrow next to "Show Stats" rather than show flags

#branch UE4

#change Moved FillShowMenu and FillShowStatsSubMenus functions so they could be more accessible

reviewed by Thomas.Sarkanen

[CL 2109062 by Andrew Brown in Main branch]
2014-06-18 05:50:11 -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