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bca2b32ac75d894a9f35ddcc14c19484c114c521
UnrealEngineUWP
/
Engine
/
Plugins
/
Experimental
/
MeshModelingToolset
/
Source
/
ModelingComponents
/
Private
History
Andrew Davidson
3ddc3a4da3
Merge up from //UE5/Dev-LargeWorldCoordinates
...
#rb none [CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -04:00
..
AssetUtils
Float16Color use VectorStoreHalf/VectorLoadHalf
2021-04-27 20:41:39 -04:00
BaseTools
ModelingTools: Refactor SingleSelectionTool to ToolTargets (pt.2)
2021-03-24 11:11:02 -04:00
Changes
GeometryProcessing: move all public types in GeometryProcessing plugin into UE::Geometry:: namespace, as well as some code in MeshModelingToolset. Fix fallout in Water, Paint Mode, ChaosEditor, DataPrep, Text3D, Unit Tests, internal projects.
2021-03-09 19:33:56 -04:00
Drawing
MeshModelingTools: Adding current version of UV editor.
2021-04-21 14:36:05 -04:00
Mechanics
MeshModelingTools: Multiple default material fixes. Made LineSetComponentMaterial thicken in the correct direction in ortho, added dashed/dimmed occlusion for overlaid version, disabled EyeAdaptationInverse for ortho in translucent materials because it does not work there, made depth offset work in ortho, split translucent-mode materials from opaque ones since opaque has fewer limitations, changed several mechanics to get material via ToolSetupUtil instead of directly, changed the "soft" point material to be a proper round points material since this is what it was used for. Made MeshInspector not use too large values for its depth offset.
2021-04-30 09:22:12 -04:00
Physics
GeometryProcessing: move all public types in GeometryProcessing plugin into UE::Geometry:: namespace, as well as some code in MeshModelingToolset. Fix fallout in Water, Paint Mode, ChaosEditor, DataPrep, Text3D, Unit Tests, internal projects.
2021-03-09 19:33:56 -04:00
PropertySets
add Keep First and Keep Last Source options to the modeling tool OnAcceptProperties, so users can keep the "operator" mesh(es) around when doing mesh booleans and similar
2021-03-10 23:10:46 -04:00
Scene
GeometryProcesing: add TImageBuilder::FastDownsample. Add AntiAliasMultiSampling parameter to ApproximateActors API and Impl. Expose WindingNumber parameter in ApproximateActors API. Modify FMeshSceneAdapter to compute winding number sum instead of max.
2021-05-04 19:08:26 -04:00
Selection
MeshModelingTools: Adding current version of UV editor.
2021-04-21 14:36:05 -04:00
Snapping
Merge up from //UE5/Dev-LargeWorldCoordinates
2021-05-05 15:07:25 -04:00
Transforms
MeshModelingTools: Making some PolyEdit properties disable themselves when they would not do anything, and making them work more predictably.
2021-04-27 11:08:23 -04:00
AssetGenerationUtil.cpp
Copy the separate asset and component materials from the source mesh to the new assets generated by plane cut tool (+ generally support creating an asset with separate component and asset materials)
2021-04-13 17:15:34 -04:00
BaseDynamicMeshComponent.cpp
MeshModelingTools: Added the ability to use a transparent or custom material to the sculpt tools.
2021-04-01 17:33:33 -04:00
BaseDynamicMeshSceneProxy.h
ModelingComponents: convert checks to ensures where possible in Base/SimpleDynamicMeshSceneProxy, to avoid hard crashes when these things come up during debugging.
2021-05-05 00:46:20 -04:00
MeshOpPreviewHelpers.cpp
GeometryProcessing: remove FTransform3f/d and FPlane3f/d from ExplicitUseGeometryMathTypes.h and clean up fallout
2021-03-18 12:46:27 -04:00
ModelingComponentsModule.cpp
…
OctreeDynamicMeshComponent.cpp
GeometryProcessing: remove FTransform3f/d and FPlane3f/d from ExplicitUseGeometryMathTypes.h and clean up fallout
2021-03-18 12:46:27 -04:00
OctreeDynamicMeshSceneProxy.h
Geometry Processing: Add Color Overlay as FVector4f to the default Dynamic Mesh Attribute Set. This should be used in place the mesh vertex color as it mirrors the wedge-instance granularity of MeshDescription used in static meshes, and the SkeletalMeshLODModel used in skeletal meshes. Also fix up the mesh conversion code to support this, as well as the undo system, and previous clients of the mesh vertex color.
2021-04-19 10:47:52 -04:00
PreviewMesh.cpp
GeometryProcessing: remove FTransform3f/d and FPlane3f/d from ExplicitUseGeometryMathTypes.h and clean up fallout
2021-03-18 12:46:27 -04:00
SimpleDynamicMeshComponent.cpp
GeometryProcessing: remove FTransform3f/d and FPlane3f/d from ExplicitUseGeometryMathTypes.h and clean up fallout
2021-03-18 12:46:27 -04:00
SimpleDynamicMeshSceneProxy.h
ModelingComponents: convert checks to ensures where possible in Base/SimpleDynamicMeshSceneProxy, to avoid hard crashes when these things come up during debugging.
2021-05-05 00:46:20 -04:00
ToolSceneQueriesUtil.cpp
GeometryProcessing: replace UE::Geometry::FVector3d/FVector3f with UE Core versions based on TVector<T>. FVector3<T> is now an extension of TVector<T>. Update all affected call sites.
2021-03-30 21:25:22 -04:00
ToolSetupUtil.cpp
MeshModelingTools: Multiple default material fixes. Made LineSetComponentMaterial thicken in the correct direction in ortho, added dashed/dimmed occlusion for overlaid version, disabled EyeAdaptationInverse for ortho in translucent materials because it does not work there, made depth offset work in ortho, split translucent-mode materials from opaque ones since opaque has fewer limitations, changed several mechanics to get material via ToolSetupUtil instead of directly, changed the "soft" point material to be a proper round points material since this is what it was used for. Made MeshInspector not use too large values for its depth offset.
2021-04-30 09:22:12 -04:00
WeightMapUtil.cpp
Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
2020-06-23 18:40:00 -04:00