Steve Streeting
5ba7a841e4
Fixed some GC problems, we need to implement FGCObject
2021-11-09 16:05:12 +00:00
Steve Streeting
352935bd67
Eliminate warnings about uninitialised vars
2021-11-01 15:42:57 +00:00
Steve Streeting
e4ed7e50d0
Remove unnecessary log
2021-10-06 12:29:33 +01:00
Steve Streeting
ebe3d55274
Remove redundant includes
2021-10-05 17:58:13 +01:00
Steve Streeting
dee0aad4f3
Merge branch 'rtt-pool'
2021-10-05 15:30:42 +01:00
Steve Streeting
2776233d9d
Implement revoke / drain pool methods
2021-10-05 15:27:53 +01:00
Steve Streeting
5166ce3545
Implement ReleaseReservation
2021-10-05 14:41:32 +01:00
Steve Streeting
6b947b6906
Implement ReserveTexture
2021-10-05 14:30:54 +01:00
Steve Streeting
642c8d2781
Track owners of reservations in the pool
2021-10-05 14:30:40 +01:00
Steve Streeting
0a49f5cf74
Storage & lookup for textures
2021-10-04 17:30:07 +01:00
Steve Streeting
29ecb3948a
Blocking out render texture pool API
2021-10-04 16:23:22 +01:00
Steve Streeting
5ba70fbaf6
Fixed FStevesEditorVisLine constructor not using InColour param
2021-09-15 12:27:41 +01:00
Steve Streeting
e602ad38d4
Remove unused parameter from FStevesEditorVisArc constructor
2021-09-15 12:08:40 +01:00
Steve Streeting
de83dcae78
Export editor vis structures
2021-09-15 12:04:53 +01:00
Steve Streeting
881b2fc777
Merge branch 'editor-vis'
2021-09-14 15:00:02 +01:00
Steve Streeting
266c8cc1b8
Add boxes
2021-09-14 14:48:39 +01:00
Steve Streeting
1b8a5a805c
Add arrows and spheres
2021-09-14 14:29:07 +01:00
Steve Streeting
618fc84c32
Add Arc support
2021-09-14 13:10:43 +01:00
Steve Streeting
c67a0793bb
Make a note of the reason why component isn't editable on level instances
2021-09-14 12:13:30 +01:00
Steve Streeting
056bae4719
Add line support to vis component
2021-09-14 11:53:23 +01:00
Steve Streeting
94a783e0d4
Disable visibility in reflection captures etc
2021-09-14 11:18:12 +01:00
Steve Streeting
1a1b66c3e9
Move defaults change to constructor instead of OnRegister, fix SetIsVizualisationComponent only being available in editor builds
2021-09-13 18:09:25 +01:00
Steve Streeting
44dad3b505
Should transform bounds to world at end
2021-09-13 17:30:15 +01:00
Steve Streeting
f49df6d20b
Working on an editor visualisation helper component
2021-09-13 16:57:51 +01:00
Steve Streeting
1ef851bce4
Oops, foreground check needs to actually loop
2021-07-21 11:20:35 +01:00
Steve Streeting
506f5612c0
Merge branch 'master' of github.com:sinbad/StevesUEHelpers
2021-07-19 13:02:18 +01:00
Steve Streeting
37af9f21ed
Remove patreon
2021-07-19 13:02:13 +01:00
Steve Streeting
01bf2d3a40
Add Blueprint library func "SetFocusWidget"; improved focus setting without casting
2021-06-04 16:50:15 +01:00
Steve Streeting
cb561f190a
For Blueprint version, ask for full angle not half angle for ease of use
2021-05-07 17:10:14 +01:00
Steve Streeting
19fbe814b3
Blueprint version of SphereOverlapCone should use degrees not radians
2021-05-07 17:04:55 +01:00
Steve Streeting
267140c350
Expose SphereOverlapCone to blueprints
2021-05-07 16:57:41 +01:00
Steve Streeting
45a35f0691
Fix doc error
2021-05-07 16:44:13 +01:00
Steve Streeting
2504792c97
Added StevesMathHelpers, with SphereOverlapCone to begin with
2021-05-07 16:19:17 +01:00
Steve Streeting
4422e6f6f7
Preparing the ground for non-XBox controller images
...
In practice I think I'm going to need SDL input for this
2021-04-29 14:54:42 +01:00
Steve Streeting
510423abfe
Improve the checking for game in foreground
...
Instead of checking every imput event, check every 0.5s. Also expose the foregrounded boolean, and raise an event so other code can use this.
2021-04-29 12:28:27 +01:00
Steve Streeting
a466ce6a71
Don't fire input detector when game is in the background
2021-04-09 11:48:52 +01:00
Steve Streeting
dd23ed77dd
Check for UStevesGameViewportClientBase on first input change rather than at Initialize, the latter is too early
2021-04-09 11:47:57 +01:00
Steve Streeting
eead056575
Update docs for FocusableCheckBox
2021-03-03 11:37:38 +00:00
Steve Streeting
1b0b22bae6
Stop propagating a single button style to all the mouse/gamepad versions in option widget
...
Firstly, this didn't always work correctly because cascading isn't saved in the editor transaction. Probably needs an editor plugin to do correctly. Secondly, maybe you'd want to have different styles anyway and this forces them to be overridden which isn't very flexible. Instead you now style all the buttons individually.
2021-03-03 11:01:30 +00:00
Steve Streeting
19f1d3e9ac
Raise hover/unhover events on checkbox, this completes gamepad / keyboard navigation support
2021-03-02 16:00:08 +00:00
Steve Streeting
cf69450300
Note in comments that checkbox navigation has been fixed on UE master but not released yet
2021-03-02 15:34:45 +00:00
Steve Streeting
e440063d3e
Fix keyboard navigation by bypassing broken SCheckBox::OnKeyDown for any non-Accept key
2021-03-02 14:47:37 +00:00
Steve Streeting
413491fd05
Working on a focusable check box for gamepad support
2021-03-02 12:59:18 +00:00
Steve Streeting
b66805057a
Expose OnSelectedOptionChanged to Blueprints
2021-02-25 13:40:35 +00:00
Steve Streeting
c78d01fe55
Merge pull request #1 from alpha-channel-games/master
...
Update MenuStack.cpp to compile on 4.26
2020-12-17 10:34:24 +00:00
grujicbr
e2dc925ff4
Update MenuStack.cpp to compile on 4.26
2020-12-16 12:59:55 -05:00
Steve Streeting
77d4925712
Stop logging every input change
2020-12-02 13:02:43 +00:00
Steve Streeting
d18887c4c2
Document the rich text input image decorator
2020-11-24 17:34:34 +00:00
Steve Streeting
d81b07871d
If height is manually set, derive the width from that not the originally calculated height
2020-11-24 17:30:12 +00:00
Steve Streeting
df20383558
Now dealing with image size / aspect ratio changes in embedded rich text images
2020-11-24 15:34:57 +00:00