Commit Graph

130 Commits

Author SHA1 Message Date
Mikolaj Sieluzycki
fa01cacb6c Trim down the amount of UObject constructors.
#codereview Robert.Manuszewski

[CL 2429641 by Mikolaj Sieluzycki in Main branch]
2015-02-03 05:40:57 -05:00
Jamie Dale
e3c4df227b Fixed bad logic in FAssetTypeActions_Font::ExecuteReimport
UE-8477 - Can't reimport offline cached font asset

[CL 2421946 by Jamie Dale in Main branch]
2015-01-28 06:42:04 -05:00
Ben Marsh
33d3c6409a [INTEGRATE] Change 2419667 by Michael.Noland@mnoland-T2784-Reference on 2015/01/26 19:59:40
Blueprint Editor: Change messaging to consistently say "Class Defaults" everywhere when editing the CDO
	- Updated BP Editor and Persona to never call anything "Blueprint Defaults"
	- Removed dead method GetDefaultEditorTitle
	[UE-8164]

[CL 2419781 by Ben Marsh in Main branch]
2015-01-26 20:35:59 -05:00
Ben Marsh
8c040f96f4 [INTEGRATE] Change 2418630 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/26 10:50:03
Added the concept of "ClassTypeActions" for class asset types (C++ classes and Blueprints)

	UE-7970 - Add small 'play' button to EditorTutorial asset thumbnail

	Class asset types (C++ classes and Blueprints) are now able to provide actions that should be performed based upon the type of class the asset contains, rather than the asset class itself (which is always "Class" or "Blueprint").

	This will allow the editor tutorials to provide class type actions for Blueprints that derive from "EditorTutorial" without requiring this information to be put into the asset type actions for Blueprint assets.

	ReviewedBy Thomas.Sarkanen

[CL 2419736 by Ben Marsh in Main branch]
2015-01-26 20:21:39 -05:00
Ben Marsh
5c7dd925d9 [INTEGRATE] Change 2417072 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/23 13:55:54
Toned down some of the bright blue asset colors to be more pastel

	UE-7184 - Show game c++ classes and engine c++ classes in the content browser

	These kinds of colors work better with the new asset thumbnails.

[CL 2419662 by Ben Marsh in Main branch]
2015-01-26 19:58:52 -05:00
Ben Marsh
bcf50ebacc [INTEGRATE] Change 2416912 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/23 11:17:07
Added the ability for asset type actions to provide an extra overlay layer for their asset thumbnails

	UE-7970 - Add small 'play' button to EditorTutorial asset thumbnail

	Also cleaned up FAssetThumbnail::MakeThumbnailWidget so that it took a config struct (FAssetThumbnailConfig) rather than 7 or 8 defaulted parameters.

[CL 2419655 by Ben Marsh in Main branch]
2015-01-26 19:57:37 -05:00
Ben Marsh
ae35a3ccbc [INTEGRATE] Change 2415343 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/22 11:08:02
Made the Content Browser filters work with C++ classes

	UE-7184 - Show game c++ classes and engine c++ classes in the content browser

	You can now filter on the "C++ Class" type, and the asset view no longer shows you all assets when you have a filter applied but only class paths selected.

[CL 2419541 by Ben Marsh in Main branch]
2015-01-26 19:05:41 -05:00
Ben Marsh
f3fdceb53e [INTEGRATE] Change 2415268 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/22 09:10:34
Improvements to the way thumbnails are shown in the Content Browser

	UE-7184 - Show game c++ classes and engine c++ classes in the content browser

	C++ classes and Blueprints now both show you either a live-thumbnail (for asset types), or a class thumbnail for their class type. If showing a live-thumbnail, they also show a mini class icon at the bottom right of the thumbnail.

	This iconography change has been applied to all asset types, and they now show you their asset type icon on the colored overlay, rather than show you the asset type text. They will still fallback to using the asset type text if there is no icon available for the asset type.

[CL 2419540 by Ben Marsh in Main branch]
2015-01-26 19:05:27 -05:00
Ben Marsh
6d7917f33c [INTEGRATE] Change 2412499 by Michael.Schoell@Phosphor_M_Schoell on 2015/01/20 13:27:21
Relabeled "Class Blueprint" as "Blueprint Class" throughout the editor and documentation.

	#jira UE-7187 - "Class Blueprint" should be renamed to "Blueprint Class" throughout the editor and docs

[CL 2419450 by Ben Marsh in Main branch]
2015-01-26 18:42:00 -05:00
Jack Porter
db8a6c14e0 Material compiler CustomOutput
Landscape Grass material output node
LandscapeGrassType asset and factory

[CL 2412252 by Jack Porter in Main branch]
2015-01-20 11:04:04 -05:00
Thomas Sarkanen
be75fe1eca Updated revision display to display strings rather than revision indices
API break: added new pure virtual ISourceControlProvider::UsesChangelists()
API break: added new pure virtual ISourceControlState::FindHistoryRevision(const FString&)
API break: added new pure virtual ISourceControlRevision::GetRevision()

Implementing a Git provider requires us to be able to display revisions that are not indices as Git revisions are hashes. This updates the relvant code to allow us to display these revisions correctly.

[CL 2411986 by Thomas Sarkanen in Main branch]
2015-01-20 05:48:14 -05:00
Richard TalbotWatkin
552ab7a3cd Renaming an asset with no source control now prompts the user to connect to source control or make the file writable before performing the operaton.
#jira UE-7510 - Failed to save when renaming asset

[CL 2411056 by Richard TalbotWatkin in Main branch]
2015-01-19 12:51:54 -05:00
Jamie Dale
55c3728d11 Added support for showing game and engine classes in the Content Browser
UE-7184 - Show game c++ classes and engine c++ classes in the content browser

The Content Browser now has extra entries for "Game C++ Classes" and "Engine C++ Classes" (with "Game" and "Engine" being renamed to "Game Content" and "Engine Content" respectively). These new folders serve as hosts for the list of available C++ modules, with each module internally mirroring the folder structure on disk.

For example:
- Game C++ Classes
    - ShooterGame
        - Classes
            - Bots
                - ShooterBot
                - ShooterAIController
                - [...]
            - [...]

The Content Browser allows you to navigate and search these classes like you can with assets, and provides convenient access to either edit an existing class, or create a new class (either within a selected folder, or derived from a selected class).

As the Content Browser only shows you known UClass types, any new classes need to be compiled into a loaded module before they will appear. This means that adding a new class will now automatically hot-reload your target module. Should you prefer to handle building and loading your modules manually, you can disable the automatic hot-reload via "Editor Settings" -> "Miscellaneous" -> "Hot Reload" -> "Automatically Hot Reload New Classes" (see UEditorUserSettings::bAutomaticallyHotReloadNewClasses).

[CL 2409386 by Jamie Dale in Main branch]
2015-01-16 15:39:47 -05:00
Stephan Delmer
6f7661f391 Merging using UE4-Fortnite-To-UE4 from CL 2403093
[CL 2407402 by Stephan Delmer in Main branch]
2015-01-15 11:57:16 -05:00
Ori Cohen
9e51521dbe Move foliage into its own module
[CL 2405964 by Ori Cohen in Main branch]
2015-01-14 10:26:59 -05:00
Richard TalbotWatkin
2152c1c343 Deprecated SCreateNewAssetFromFactory.
#jira UE-7384 - Using "Create New Asset" twice in a row causes an ensure generating the error message

[CL 2403504 by Richard TalbotWatkin in Main branch]
2015-01-12 11:19:20 -05:00
Bob Tellez
1e8ad7d421 [AUTOMERGE]
#UE4 Renaming assets no longer attempts to load all their referencers. This happens earlier in the rename process and is corretly skipped if being referenced by a map or already checked into SCC.

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2401575 by Bob.Tellez on 2015/01/08 21:19:31.

[CL 2401576 by Bob Tellez in Main branch]
2015-01-08 21:19:58 -05:00
Steve Robb
0756ef15b9 Delegate comparisons deprecated, lots of other associated code deprecated, and lots of warning fixups:
* Multicast delegate Add* calls now return FDelegateHandles, and Remove* calls are now all deprecated, except for a new Remove function which takes a FDelegateHandle.
* New FConsoleManager::RegisterConsoleVariableSink_Handle and UnregisterConsoleVariableSink_Handle functions which work in terms of FConsoleVariableSinkHandle.
* Timer calls which don't take FTimerHandles are deprecated.
* FTicker::AddTicker now returns an FDelegateHandle and is removed by an overloaded Remove function.
* DEFINE_ONLINE_DELEGATE* macros now define _Handle variants of the Add/Remove functions which return/take handles.
* Various other handle-based registration changes.
* Some unity build fixes.
* Some simplification of delegate code.
* Fixes for lots of existing code to use handle-based registration and unregistration.

#codereview robert.manuszewski

[CL 2400883 by Steve Robb in Main branch]
2015-01-08 09:29:27 -05:00
Jamie Dale
a569f6b356 Fixed code relying on SLATE_TEXT_ATTRIBUTE for STextBlock.
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)

This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.

[CL 2399803 by Jamie Dale in Main branch]
2015-01-07 09:52:40 -05:00
Michael Schoell
5c7498d6a3 Pass on editor to correct cases of referencing singular "Blueprint" to be "Class Blueprint" when refering to Class Blueprints.
Changed: Content Browser, Class Viewer, and workflow when generating a Class Blueprint from a selection of actors.

#jira UE-6294 - UI pass in the editor to make sure "Class Blueprint" terminology is used appropriately

[CL 2391117 by Michael Schoell in Main branch]
2014-12-17 10:05:52 -05:00
Nick Darnell
90e793745c Slate - ESlateCheckBoxState has been renamed to ECheckBoxState.
[CL 2384008 by Nick Darnell in Main branch]
2014-12-10 14:24:09 -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
Jason Hoffman
25a6b35bf4 UE-5769 Crash when importing png to cube render target
[CL 2375981 by Jason Hoffman in Main branch]
2014-12-04 09:50:50 -05:00
Mike Beach
10aa6932f9 [UE-5740] The finish/cancel buttons now close out the editor when running the merge tool from command-line.
#codereview Dan.OConnor

[CL 2368928 by Mike Beach in Main branch]
2014-11-24 17:38:44 -05:00
Richard TalbotWatkin
177e21e40a Each viewport type maintains its own transform details, so that perspective/ortho viewports remember their settings when moving from one to another.
#jira UE-1330 - EDITOR: Scrolling in orthographic view moves camera location when returning to perspective view

[CL 2368376 by Richard TalbotWatkin in Main branch]
2014-11-24 12:49:20 -05:00