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- Inset Polygon and Bevel Polygon have been migrated to a new module - Mesh editing actions that require custom logic before starting a drag can now be built in external modules - Added 'FindEditableMesh' for cases where we are expecting a mesh to be cached already - Added 'IsMeshElementSelected' and replaced some uses of 'GetSelectedMeshElementIndex' - Some additional features for MeshEditorMode have been made public to allow for this. For example, the currently hovered mesh element can now be queried using 'GetHoveredMeshElement' - Renamed 'TessellatePolygons' to 'TessellatePolygon' for consistency - A few bug fixes to previous extensibility checkin #codereview richard.talbotwatkin #rb none [CL 3371559 by Mike Fricker in Dev-Geometry branch]
25 lines
508 B
C#
25 lines
508 B
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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namespace UnrealBuildTool.Rules
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{
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public class PolygonModeling : ModuleRules
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{
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public PolygonModeling(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"Slate",
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"Engine",
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"InputCore",
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"UnrealEd",
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"MeshEditingRuntime",
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"MeshEditor",
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"SlateCore",
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"ViewportInteraction"
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}
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);
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}
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}
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} |