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-- Added Decode interface to texture formats to return to PC viewable formats. -- Added Detile interface to return textures to linear layout for relevant platforms. -- Reworked the IBuild "DDC2" texture build usage to be more straightforward for chaining multiple build steps (i.e. Encode -> Tile -> Detile -> Decode). -- Added UI to the texture editor to select a target platform to view. -- Fixed a bug with DDC2 and CPU Copy textures (they didn't work at all) #rb Devin.Doucette, fabian.giesen, charles.bloom #jira UE-149124 [CL 33116818 by dan thompson in ue5-main branch]
46 lines
794 B
C#
46 lines
794 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class TextureEditor : ModuleRules
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{
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public TextureEditor(ReadOnlyTargetRules Target) : base(Target)
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{
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DynamicallyLoadedModuleNames.AddRange(
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new string[] {
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"MainFrame",
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"WorkspaceMenuStructure"
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"Settings",
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}
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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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"ImageCore",
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"InputCore",
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"Engine",
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"Projects",
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"RenderCore",
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"RHI",
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"Slate",
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"SlateCore",
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"EditorFramework",
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"UnrealEd",
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"PropertyEditor",
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"EditorWidgets",
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"MediaAssets",
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"DerivedDataCache",
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"DesktopPlatform",
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"DeveloperToolSettings"
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}
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);
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}
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}
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