Commit Graph

158 Commits

Author SHA1 Message Date
Matthew Griffin
fe42b5933a [INTEGRATE] Change 2428764 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/02/02 17:10:37
Always open Visual Studio or Xcode for newly-created code projects
	- Also, fixed a minor bug with text in the New Project Wizard (UE-8859)

[CL 2435555 by Matthew Griffin in Main branch]
2015-02-06 11:51:07 -05:00
Matthew Griffin
e0ff796744 [INTEGRATE] Change 2428300 by Jamie.Dale@Pitbull_JDaleReleases on 2015/02/02 12:25:57
Added a way to use DTE to add new files directly into VS without having to generate projects

	This avoids the annoying "Do you want to reload?" dialog that appears in VS when projects are externally changed, and also saves us the cost/time of having to run UBT to generate projects.

[CL 2435515 by Matthew Griffin in Main branch]
2015-02-06 11:27:24 -05:00
Matthew Griffin
39444ccac0 [INTEGRATE] Change 2425651 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/01/30 09:23:54
New Project Wizard UI text clean-up
	- Switched to rich text and use a bold highlight on some words instead of brackets
	- Turned on automatic text wrapping and removed newlines
	- Re-phrased some of the field descriptions to read more nicely

[CL 2433322 by Matthew Griffin in Main branch]
2015-02-05 05:40:14 -05:00
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
Ben Marsh
1c40f1aaff [INTEGRATE] Change 2423672 by Ben.Marsh@Ben.Marsh_T3245_Clean on 2015/01/29 08:58:34
Disable starter content by default.

[CL 2425934 by Ben Marsh in Main branch]
2015-01-30 11:31:58 -05:00
Ben Marsh
29219e7124 [INTEGRATE] Change 2421194 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/01/27 17:44:17
Improvements to naming of newly-created C++ and BP components through SCS tree
	- Strip off "_C" suffix on newly created Blueprint classes
	- Don't strip "Component" from Blueprint class names unless it is the suffix
	- Changed prefix for newly-created C++ components from "My" to "New"
	- New Blueprint components default to the name of the class unless they are Blueprints of UActorComponent, in which case the name is just "NewComponent"
	- New C++ components default to the name of the class unless they inherit from UActorComponent, in which case the name is just "NewComponent"
	#codereview matt.kuhlenschmidt

[CL 2425794 by Ben Marsh in Main branch]
2015-01-30 10:35:05 -05:00
Ben Marsh
e9216a077c [INTEGRATE] Change 2418633 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/01/26 10:53:14
Fix regression with Class Wizard-generated source files not compiling sometimes
	- Now, only AActor, USceneComponent and UActorComponent get "special" generated source
	- FObjectInitializer constructors are no longer used in code generated for these classes

[CL 2419738 by Ben Marsh in Main branch]
2015-01-26 20:22:04 -05:00
Ben Marsh
d5c7cc09c4 [INTEGRATE] Change 2418609 by bruce.nesbit@bnesbit_Releases on 2015/01/26 10:18:10
Removed some now redundant code relating to new projects having a feature pack.

[CL 2419734 by Ben Marsh in Main branch]
2015-01-26 20:21:15 -05:00
Ben Marsh
c0778b678d [INTEGRATE] Change 2418552 by James.Golding@JGOLDING-T2781-CODE on 2015/01/26 08:58:56
UE-7891 Remove 'feature pack' icons, and change text to explain that any template features can be added later.
	#codereview bruce.nesbit

[CL 2419722 by Ben Marsh in Main branch]
2015-01-26 20:18:43 -05:00
Ben Marsh
3d2ab1d349 [INTEGRATE] Change 2417935 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/01/24 16:23:14
Added an experimental method to add a new C++ class derived from ActorComponent to an actor.  The purpose of this is to add scripting support directly on an actor without subclassing the actor.

[CL 2419710 by Ben Marsh in Main branch]
2015-01-26 20:16:24 -05:00
Ben Marsh
a05abb1027 [INTEGRATE] Change 2417928 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/01/24 15:53:14
Fixed failed C++ hot reload not displaying an error to the user (UE-8241)
	- Also added slightly better progress reporting to hot reload when adding code to a project

[CL 2419709 by Ben Marsh in Main branch]
2015-01-26 20:16:08 -05:00
Ben Marsh
370e54ad5e [INTEGRATE] Change 2417820 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/01/24 11:57:38
After adding a new class, we now always open the IDE to edit source if the hot reload completed successfully
	- Also, we display a quick pop-up notification indicating success instead of a modal prompt

[CL 2419701 by Ben Marsh in Main branch]
2015-01-26 20:14:10 -05:00
Ben Marsh
142408095d [INTEGRATE] Change 2417804 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/01/24 11:19:31
Allow C++ class template source files to have cursor location markup (not just header files)
	- This feature is not currently used but will be in the future

[CL 2419695 by Ben Marsh in Main branch]
2015-01-26 20:13:06 -05:00
Ben Marsh
a48256099d [INTEGRATE] Change 2417468 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/01/23 18:23:34
New C++ code templates for Actor and ActorComponents
	- When using "Add C++ Code" in the editor, you'll now get nice starter classes for common class types
	- Classes that inherit from Actor will get a constructor, BeginPlay, and Tick (and will tick by default)
	- Classes inheriting from ActorComponent will get a constructor, InitializeComponent and TickComponent (and will tick by default)

	More improvements coming soon...

	#codereview matt.kuhlenschmidt, james.golding

[CL 2419674 by Ben Marsh in Main branch]
2015-01-26 20:01:46 -05:00
Jaroslaw Palczynski
adecd4aaad UHT: Allows defining multiple UCLASSes in one header file.
[CL 2412156 by Jaroslaw Palczynski in Main branch]
2015-01-20 09:33:54 -05:00
Ben Marsh
e808e574ca Only auto-compile newly created projects if we're running a Rocket editor. Other editors may require rebuilding binaries, which will fail with the current editor open.
[CL 2411244 by Ben Marsh in Main branch]
2015-01-19 15:01:55 -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
Dan Hertzka
81d6b0fe57 Missed marking new files for add
[CL 2409222 by Dan Hertzka in Main branch]
2015-01-16 14:07:00 -05:00
Dan Hertzka
8c7348dc9b Replaced the "Get Visual Studio" hyperlink in the SNewProjectWizard and SNewClassDialog with an "Install Visual Studio" button on Windows
- Added IDesktopPlatform::GetUserTempPath() and implemented it for windows
- Created SGetSuggestedIDEWidget class that handles whether to show a "Download X" hyperlink vs. an "Install X" button (depending on whether the platform supports on-demand installation)
- Analytics event added ("Editor.Usage.InstalledIDE") that fires whenever the "Install X" button is clicked
- Changed SourceCodeIDEURL_Windows in BaseEditor.ini from the VSC 2013 web page link to the installer download link (need to replace with perma-link once we have it)

[CL 2409158 by Dan Hertzka in Main branch]
2015-01-16 13:29:54 -05:00
bruce nesbit
1f1873fc3e Code to support 'has feature pack' flag in templatedefs file
Also added code to display an icon on templates that have an equivalent feature pack.
Revised new project text to indicated what the icon is for.

[CL 2404695 by bruce nesbit in Main branch]
2015-01-13 10:35:31 -05:00
Ben Marsh
1f5b1222c2 Remove GenerateNewProjectFile from IProjectManager.
[CL 2401854 by Ben Marsh in Main branch]
2015-01-09 08:08:13 -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
Dan Hertzka
1ce19a5ffa Full rename of the Slate "active tick" system to "active timer"
[CL 2394301 by Dan Hertzka in Main branch]
2014-12-19 17:44:49 -05:00
Dan Hertzka
a6882ce517 Fixed infinitely duplicating active tick is SGameProjectDialog - widgets fade in properly again
[CL 2393797 by Dan Hertzka in Main branch]
2014-12-19 10:56:17 -05:00