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4.8.0
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- Added collision layers for custom inputs
  - This allows for having inputs only overlap when relevant, e.g. if you have an editor it doesn't matter if it colides with most inputs
- Added new watch "ManagedInputDetailedInfo"
- Added new features to draggable windows
  - Minimize
  - Drag (partially) off screen
  - Disabling scrollbar
  - Automatically scale to the desired size of the content
- Added new widget "LIB_WT_FilterableTreeView" which allows for the end user to search contained objects


- [N] LIB_S_CustomInputStruct
  - [+] Added property "CollisionLayer"
- [N] LIB_W_DraggableWindow
  - [+][I] Added variable "IsScrollable", which decides whether to place content in a scrollbox or not
  - [N] When specifying a size for a window, a value of 0 will cause the window to automatically scale to the desired size of the content. As always, this is per-axis
- [N] LIB_F_DraggableWindow
  - [+] Added function "AddDraggableWindowV2", which adds support for the scrollbox property
    - Unfortunately I couldn't find a way to pass that information without a new function, but sometimes that's just how it is, eh?
- [+] LIB_WT_FilterableTreeView
- [N] LIB_WT_TreeView
  - [+] Added function "FilterObjects" which hides all objects not containing a given string in their name
- [N] LIB_F_Input
  - [N] FindConflictingInputs
    - [+] Added input "CollisionLayer", to specify a layer to find collisions on
  - [N] AddCustomActionMapping
    - [+] Added input "CollisionLayer", to specify the layer this action is a member of
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samamstar authored Jan 21, 2023
2 parents 4d418a7 + d913294 commit 2eff38e
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252 changes: 164 additions & 88 deletions DRGLib UE project/.gitignore
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# Visual Studio 2015 user specific files
.vs/

# Compiled Object files
*.slo
*.lo
*.o
*.obj

# Precompiled Headers
*.gch
*.pch

# Compiled Dynamic libraries
*.so
*.dylib
*.dll

# Fortran module files
*.mod

# Compiled Static libraries
*.lai
*.la
*.a
*.lib

# Executables
*.exe
*.out
*.app
*.ipa

# These project files can be generated by the engine
*.xcodeproj
*.xcworkspace
*.sln
*.suo
*.opensdf
*.sdf
*.VC.db
*.VC.opendb

# Precompiled Assets
SourceArt/**/*.png
SourceArt/**/*.tga

# Binary Files
Binaries/*
Plugins/*/Binaries/*

# Builds
Build/*

# Whitelist PakBlacklist-<BuildConfiguration>.txt files
!Build/*/
Build/*/**
!Build/*/PakBlacklist*.txt

# Don't ignore icon files in Build
!Build/**/*.ico

# Built data for maps
*_BuiltData.uasset

# Configuration files generated by the Editor
Saved/*

# Compiled source files for the engine to use
Intermediate/*
Plugins/*/Intermediate/*

# Cache files for the editor to use
DerivedDataCache/*

# Don't grab the stuff I've compiled
WindowsNoEditor/*

# Get that Ansel BS outa here; don't need compiled files can do that later
Plugins/Nvidia/FSDAnsel/Intermediate/**
Plugins/Nvidia/FSDAnsel/Binaries/**

# Get that other Nvidia stuff outa here; don't need compiled files can do that later
Plugins/Nvidia/DLSS/Intermediate/**
Plugins/Nvidia/DLSS/Binaries/**

# TestMod stuffs that I want ignored
Content/TestMod/GitIgnored/**
#
# This file tells Git about engine files that never really belong in source control. They are usually build products, log
# files and intermediate files generated from a compiler or the engine runtime.
#
#
# NOTE:
# Paths that start with / match paths relative to the root (where the .gitignore file is)
# Paths that end with / will match a folder and all files under it (but not a regular file with no extension)
# Use * for wildcards. Wildcards stop at path separators
# Use ** for a wildcard that spans path separators
# Paths in this file should use forward slash characters, not back slashes
# Use \ to escape special characters like ! and #
# Use ! to negate a previous pattern. But it doesn't work if the parent sub-folder was masked out already.
#

# Ignore all files by default, but scan all directories
*
!*/

# C/C++ source files
!*.c
!*.cc
!*.cpp
!*.cpp.template
!*.h
!*.h.template
!*.hpp
!*.inl
!*.inc
!*.m
!*.mm
!*.rc
!*.rc2
!*.def
!*.exp
!*.manifest

# Java source files
!*.java
!*.java.template

# C# source files
!*.cs
!*.cs.template
!*.aspx
!*.resx

# Shader formats
!*.usf
!*.ush
!*.hlsl
!*.glsl

# Text files
!*.txt
!*.md

# Script files
!*.bat
!*.sh
!*.pl
!*.py
!*.js
!*.command

# Other configuration and markup files
!*.ini
!*.json
!*.tps
!*.xml
!*.xaml
!*.uproject
!*.uplugin
!*.html
!*.html.template
!*.css
!*.udn
!*.config
!*.version
!.git*

# Projects and makefiles
!*.cmake
!*.mk
!*.dsp
!*.dsw
!*.csproj
!*.vcproj
!*.vcxproj
!*.vcxproj.filters
!*.sln
!*.xcodeproj
!*.xcconfig
!*.vsprops
!*.snippet
!Makefile
!Makefile.*
!Settings.settings

# Specific names
!README
!AUTHORS
!LICENSE
!FAQ
!VERSION
!ChangeLog

# Ignore Unix backup files
*~

# Exceptions
/.idea
/*.sln
/*.xcodeproj
/Makefile
/CMakeLists.txt
*.target.xml
*.exe.config
*.exe.manifest
/.kdev4/
/UE4CodeCompletionFolders.txt
/UE4CodeLitePreProcessor.txt

# Add exceptions for .dlls needed to run built version
!/Binaries/Win64/*.dll
!/Binaries/Win64/*.target
!/Binaries/Win64/*.modules
!/Plugins/**/Binaries/Win64/*
*.pdb

# Ignore content folders
!/Content/Blueprints/Gimmick/ex/g_ex_SavePoint.uasset
!/Content/EditorCmn/TemplateMap0.umap
!/Content/EditorCmn/TemplateMap0Thumbnail.uasset
!/Content/EditorCmn/TemplateMap1.umap
!/Content/EditorCmn/TemplateMap1Thumbnail.uasset
!/Content/EditorCmn/TempMap_kh02.umap
!/Content/EditorCmn/TempMap_kh02_Thumb.uasset
!/Content/Maps/Common/Light_Rig/SKY_201610071320_zSunny_HDR.uasset
!/Content/Maps/Common/Materials/M_Generic.uasset
!/Content/Maps/Common/Sky/SM_SkySphere.uasset
!/Content/Maps/Common/Textures/T_Placeholder_Grey.uasset
!/Content/Maps/Common/Textures/T_Placeholder_GreyLinear.uasset
!/Content/Maps/Example_Map.umap
!/Content/Maps/TresGameTitle.umap
!/Content/Mods/ExampleLogicMod/ModActor.uasset
!/Content/LogicMods.uasset

# Ignore intermediate folders
Intermediate/
obj/

# Ignore any saved local files
Saved/
/Engine/Programs/UnrealBuildTool/**
/LocalBuilds/

# Explcitly ignore Mac DS_Store files, regardless of where they are
.DS_Store

# Unignore DRGLib files
!/Content/DRGLib/**
!/Content/TestMod/**
/Content/TestMod/Gitignored/**
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