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UnrealEngineUWP
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56c015cd10fc2c10cdda0430e0ff02fdfce03349
UnrealEngineUWP
/
Engine
/
Source
/
Runtime
/
AppFramework
History
Nick Darnell
ace5c0c1de
Editor - The color picker no longer assumes a straight inverse gamma conversion from colors sampled on the screen using the eye dropper. This change makes it so sRGB is the assumed space all colors are sampled in, making sampling colors from Photoshop bring in the identical version of the color converted into linear space, which when transformed back into sRGB space will be the same color you saw in photoshop. FColor and FLinearColors can now default to sRGB space using a UPROPERTY meta tag of sRGB="true" or false, you can force a specific default checking of the sRGB checkbox. Several places in UMG now force this default since the space you really care about sampling and previewing is sRGB space since that's the space UMG will be rendered in (on PC), additional work will be needed on Mac where the final rendering space is gamma 2.2.
...
#platformnotify Josh.Adams [CL 2622375 by Nick Darnell in Main branch]
2015-07-15 16:40:00 -04:00
..
Private
Editor - The color picker no longer assumes a straight inverse gamma conversion from colors sampled on the screen using the eye dropper. This change makes it so sRGB is the assumed space all colors are sampled in, making sampling colors from Photoshop bring in the identical version of the color converted into linear space, which when transformed back into sRGB space will be the same color you saw in photoshop. FColor and FLinearColors can now default to sRGB space using a UPROPERTY meta tag of sRGB="true" or false, you can force a specific default checking of the sRGB checkbox. Several places in UMG now force this default since the space you really care about sampling and previewing is sRGB space since that's the space UMG will be rendered in (on PC), additional work will be needed on Mac where the final rendering space is gamma 2.2.
2015-07-15 16:40:00 -04:00
Public
/Widgets
Editor - The color picker no longer assumes a straight inverse gamma conversion from colors sampled on the screen using the eye dropper. This change makes it so sRGB is the assumed space all colors are sampled in, making sampling colors from Photoshop bring in the identical version of the color converted into linear space, which when transformed back into sRGB space will be the same color you saw in photoshop. FColor and FLinearColors can now default to sRGB space using a UPROPERTY meta tag of sRGB="true" or false, you can force a specific default checking of the sRGB checkbox. Several places in UMG now force this default since the space you really care about sampling and previewing is sRGB space since that's the space UMG will be rendered in (on PC), additional work will be needed on Mac where the final rendering space is gamma 2.2.
2015-07-15 16:40:00 -04:00
AppFramework.Build.cs
Update copyright notices to 2015.
2014-12-07 19:09:38 -05:00