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84307a427e4a0a96bd68877ddf232db00aefd790
UnrealEngineUWP
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Engine
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Source
/
Runtime
/
SlateCore
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History
Nick Darnell
8607146449
UMG/Slate - The invalidation panel can now cache a GPU Buffer for a set of drawable elements, this avoids needing to go through the element batcher which can be very expensive on large UI set. Currently only supported on the RHI Renderer. This change required we introduce a sort of logical layering system into the rendering stack for Slate, so that volatile elements that could expand to be N long, could be sorted relative to their parent in terms of layer id, but without knowing that ahead of time, it became impossible to properly sort child elements that came after the volatile set. The logical layering avoids that by allowing us to sort each logical group independently, and as we traverse the tree only sort along each branch.
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[CL 2655144 by Nick Darnell in Main branch]
2015-08-13 16:03:06 -04:00
..
Animation
…
Application
#Integration FN->Main from CL#2642868
2015-08-05 15:54:57 -04:00
Brushes
Added missing files
2015-07-14 16:33:27 -04:00
Fonts
Optimized Slate font caching code and refactored related classes.
2015-07-22 12:12:02 -04:00
Input
Fixes pull request GitHub 1376.
2015-08-12 18:58:07 -04:00
Layout
Slate/UMG - Continuing to work on the Invalidation Panel, correctly offsetting volatile widgets to render from the true last hit testable index that their potentinally cached parent used. Also introducing a way to cache transforms relative to the parent so that widgets that fly around the screen but otherwise don't change shape...etc can be cached.
2015-07-09 15:28:24 -04:00
Logging
…
Rendering
UMG/Slate - The invalidation panel can now cache a GPU Buffer for a set of drawable elements, this avoids needing to go through the element batcher which can be very expensive on large UI set. Currently only supported on the RHI Renderer. This change required we introduce a sort of logical layering system into the rendering stack for Slate, so that volatile elements that could expand to be N long, could be sorted relative to their parent in terms of layer id, but without knowing that ahead of time, it became impossible to properly sort child elements that came after the volatile set. The logical layering avoids that by allowing us to sort each logical group independently, and as we traverse the tree only sort along each branch.
2015-08-13 16:03:06 -04:00
Sound
Exposed FSlateSound to BluePrint. Classes derived from SoundBase can be set. SButton::SetStyle now updates Hovered and pressed sounds.
2015-08-13 05:51:23 -04:00
Stats
Fix shadowed variables
2015-04-13 12:42:09 -04:00
Styling
"Reset to default" on the Image Size property of a brush now uses the size of the texture if one is set.
2015-08-05 11:35:16 -04:00
Textures
Optimized Slate font caching code and refactored related classes.
2015-07-22 12:12:02 -04:00
Types
UMG/Slate - The invalidation panel can now cache a GPU Buffer for a set of drawable elements, this avoids needing to go through the element batcher which can be very expensive on large UI set. Currently only supported on the RHI Renderer. This change required we introduce a sort of logical layering system into the rendering stack for Slate, so that volatile elements that could expand to be N long, could be sorted relative to their parent in terms of layer id, but without knowing that ahead of time, it became impossible to properly sort child elements that came after the volatile set. The logical layering avoids that by allowing us to sort each logical group independently, and as we traverse the tree only sort along each branch.
2015-08-13 16:03:06 -04:00
Widgets
UMG/Slate - The invalidation panel can now cache a GPU Buffer for a set of drawable elements, this avoids needing to go through the element batcher which can be very expensive on large UI set. Currently only supported on the RHI Renderer. This change required we introduce a sort of logical layering system into the rendering stack for Slate, so that volatile elements that could expand to be N long, could be sorted relative to their parent in terms of layer id, but without knowing that ahead of time, it became impossible to properly sort child elements that came after the volatile set. The logical layering avoids that by allowing us to sort each logical group independently, and as we traverse the tree only sort along each branch.
2015-08-13 16:03:06 -04:00
SlateCore.h
Remove Slate Stats out of core and add a verbose stat for high frequency Slate stats.
2015-07-15 16:55:37 -04:00
SlotBase.h
…