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17554cd989b4f2a7ee3d06dc94de870a0eb39dc3
UnrealEngineUWP
/
Engine
/
Source
/
Runtime
/
Landscape
/
Classes
History
jonathan bard
c1e679c40d
Removed redundant calls to SupportsLandscapeEditing when ticking landscape proxies for grass. This is to avoid O(N^2) complexity when iterating on landscape proxies for ticking grass.
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#rb chris.tchou [CL 34532280 by jonathan bard in ue5-main branch]
2024-06-20 12:09:55 -04:00
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Materials
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ControlPointMeshActor.h
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ControlPointMeshComponent.h
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ILandscapeSplineInterface.h
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Landscape.h
Optimizations for landscape flatten/smooth tool :
2024-06-17 06:27:27 -04:00
LandscapeComponent.h
Optimizations for landscape flatten/smooth tool :
2024-06-17 06:27:27 -04:00
LandscapeEditLayer.h
The splines edit layer and the standard edit layers now inherit from the same base class, ULandscapeEditLayerPersistent, so that they can share their rendering / blending technique (preparatory work for upcoming change)
2024-05-15 14:49:36 -04:00
LandscapeGizmoActiveActor.h
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LandscapeGizmoActor.h
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LandscapeGizmoRenderComponent.h
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LandscapeGrassType.h
Emit warning for code using the old #include "PerPlatformProperties.h" instead of #include "UObject/PerPlatformProperties.h"
2024-05-03 09:13:43 -04:00
LandscapeHeightfieldCollisionComponent.h
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LandscapeInfo.h
* Fixed deprecation of target layers in landscape : the previous code did not dirty the main landscape actor, where the source list of target layers lies (all of the proxies' lists are a copy of the source list, because of the LandscapeInherited behavior), so all proxies had inconsistent list against the source landscape actor, and since deprecation had already been performed, they would not re-run the deprecation code that analyzes weightmap allocations and deduces the layer info pointers to update the main landscape actor's target layers list upon reload, effectively leaving null entries for layer info everywhere in the source landscape actor upon reload. The fix involves going through all proxies and resynchronizing landscape shared properties any time a proxy discovers an unregistered landscape layer info in one of its layer allocations, because this updates the TargetLayers list in the source actor, and this list needs to be re-synchronized with all proxies. Fortunately, this is a one-time thing (this deprecation step won't be performed afterwards) and only necessary when going from a target layer with a null layer info to a non-null one (i.e. once per target layer)
2024-05-28 14:57:30 -04:00
LandscapeInfoMap.h
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LandscapeLayerInfoObject.h
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LandscapeMaterialInstanceConstant.h
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LandscapeMeshCollisionComponent.h
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LandscapeMeshProxyActor.h
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LandscapeMeshProxyComponent.h
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LandscapeNaniteComponent.h
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LandscapePhysicalMaterial.h
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LandscapeProxy.h
Removed redundant calls to SupportsLandscapeEditing when ticking landscape proxies for grass. This is to avoid O(N^2) complexity when iterating on landscape proxies for ticking grass.
2024-06-20 12:09:55 -04:00
LandscapeSplineActor.h
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LandscapeSplineControlPoint.h
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LandscapeSplineMeshesActor.h
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LandscapeSplinesComponent.h
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LandscapeSplineSegment.h
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LandscapeStreamingProxy.h
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LandscapeTextureStorageProvider.h
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LandscapeWeightmapUsage.h
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