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UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/BuildProjectCommand.Automation.cs

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using System.Reflection;
using System.Linq;
using AutomationTool;
using UnrealBuildTool;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3550452 by Ben.Marsh UAT: Improve readability of error message when an editor commandlet fails with an error code. Change 3551179 by Ben.Marsh Add methods for reading text files into an array of strings. Change 3551260 by Ben.Marsh Core: Change FFileHelper routines to use enum classes for flags. Change 3555697 by Gil.Gribb Fixed a rare crash when the asset registry scanner found old cooked files with package level compression. #jira UE-47668 Change 3556464 by Ben.Marsh UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files. Change 3557630 by Ben.Marsh Allow the network version to be set via Build.version if it's not overriden from Version.h. Change 3561357 by Gil.Gribb Fixed crashes related to loading old unversioned files in the editor. #jira UE-47806 Change 3565711 by Graeme.Thornton PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx) Change 3565864 by Robert.Manuszewski Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object. Change 3569022 by Ben.Marsh PR #3849: Update gitignore (Contributed by mhutch) Change 3569113 by Ben.Marsh Fix Japanese errors not displaying correctly in the cook output log. #jira UE-47746 Change 3569486 by Ben.Marsh UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set. Change 3570483 by Graeme.Thornton Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors Change 3570513 by Robert.Manuszewski Fix for a race condition with async loading thread enabled. Change 3570664 by Ben.Marsh UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core. Change 3570708 by Robert.Manuszewski Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running. Change 3571592 by Ben.Marsh UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available. Change 3572215 by Graeme.Thornton UBT - Remove some unnecessary using directives - Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself Change 3572437 by Robert.Manuszewski Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects. #jira UE-44996 Change 3572480 by Robert.Manuszewski MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long Change 3573547 by Ben.Marsh Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line. Change 3574562 by Robert.Manuszewski PR #3847: Add GC callbacks for script integrations (Contributed by mhutch) Change 3575017 by Ben.Marsh Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core. Change 3575689 by Ben.Marsh Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds. Change 3575934 by Steve.Robb Fix for nested preprocessor definitions. Change 3575961 by Steve.Robb Fix for nested zeros. Change 3576297 by Robert.Manuszewski Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread. #jira FORT-38977 Change 3576366 by Ben.Marsh Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated. Change 3578290 by Graeme.Thornton Changes to Ionic zip library to allow building on dot net core Change 3578291 by Graeme.Thornton Ionic zip library binaries built for .NET Core Change 3578354 by Graeme.Thornton Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string Change 3578674 by Robert.Manuszewski After loading packages flush linker cache on uncooked platforms to free precache memory Change 3579068 by Steve.Robb Fix for CLASS_Intrinsic getting stomped. Fix to EClassFlags so that they are visible in the debugger. Re-added mysteriously-removed comments. Change 3579228 by Steve.Robb BOM removed. Change 3579297 by Ben.Marsh Fix exception if a plugin lists the same module twice. #jira UE-48232 Change 3579898 by Robert.Manuszewski When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert. Change 3579983 by Robert.Manuszewski More fixes for freeing linker cache memory in the editor. Change 3580012 by Graeme.Thornton Remove redundant copy of FileReference.cs Change 3580408 by Ben.Marsh Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect. Change 3582104 by Graeme.Thornton Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path. Change 3582131 by Graeme.Thornton #define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway. Change 3582645 by Ben.Marsh PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola) #jira UE-48192 Change 3583955 by Robert.Manuszewski Support for EDL cooked packages in the editor Change 3584035 by Graeme.Thornton Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly. Change 3584177 by Robert.Manuszewski Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached) Change 3584315 by Ben.Marsh Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class. Change 3584370 by Ben.Marsh Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes. Change 3584498 by Ben.Marsh Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes. Change 3585003 by Steve.Robb Fix for TChunkedArray ranged-for iteration. #jira UE-48297 Change 3585235 by Ben.Marsh Remove LogEngine extern from Core; use the platform log channels instead. Change 3585942 by Ben.Marsh Move MessageBoxExt() implementation into application layer for platforms that require it. Change 3587071 by Ben.Marsh Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL. Change 3587161 by Ben.Marsh Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h. Change 3587579 by Steve.Robb Fix for Children list not being rebuilt after hot reload. Change 3587584 by Graeme.Thornton Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again Change 3587586 by Graeme.Thornton Changes to make UBT build and run on .NET Core - Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups - VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use - After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects Change 3587953 by Steve.Robb Allow arbitrary UENUM initializers for enumerators. Editor-only data UENUM support. Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated. #jira UE-46274 Change 3589827 by Graeme.Thornton More fixes for VSCode project generation and for UBT running on .NET Core - Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts - UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel - Added documentation for UEConsoleTraceListener - All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files - Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose" - Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff Change 3589868 by Graeme.Thornton Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures. UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases Change 3589919 by Robert.Manuszewski Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor) Change 3589940 by Graeme.Thornton Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths. Change 3590078 by Graeme.Thornton Fully disable automatic assembly info generation in .NET Core projects Change 3590534 by Robert.Manuszewski Marking UObject as intrinsic clas to fix a crash on UFE startup. Change 3591498 by Gil.Gribb UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading. Change 3591605 by Gil.Gribb UE4 - Follow up to fixing several edge cases in the low level async loading code. Change 3592577 by Graeme.Thornton .NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates Change 3592684 by Steve.Robb Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush. Change 3592710 by Steve.Robb Fix for invalid casts in ListProps command. Some name changes in command output. Change 3592715 by Ben.Marsh Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default. Change 3592767 by Gil.Gribb UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules. Change 3592770 by Gil.Gribb UE4 - Fixed a race condition with async read completion in the prescence of cancels. Change 3593090 by Steve.Robb Better error message when there two clashing type names are found. Change 3593697 by Steve.Robb VisitTupleElements function, which calls a functor for each element in the tuple. Change 3595206 by Ben.Marsh Include additional diagnostics for missing imports when a module load fails. Change 3596140 by Graeme.Thornton Batch file for running MSBuild Change 3596267 by Steve.Robb Thread safety fix to FPaths::GetProjectFilePath(). Change 3596271 by Robert.Manuszewski Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor #jira UE-47535 Change 3596283 by Steve.Robb Redundant casts removed from UHT. Change 3596303 by Ben.Marsh EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window. Change 3596337 by Ben.Marsh UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio. Change 3596367 by Steve.Robb Iterator checks in ranged-for on TMap, TSet and TSparseArray. Change 3596410 by Gil.Gribb UE4 - Improved some error messages on runtime failures in the EDL. Change 3596532 by Ben.Marsh UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013. #jira UE-48119 Change 3596631 by Steve.Robb Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder. Change 3596807 by Ben.Marsh Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense. * UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables. * Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration. Change 3596957 by Steve.Robb UBT can be used to write out an .objsrcmap file for use with the MapFileParser. Renaming of ObjMap to ObjSrcMap in MapFileParser. Change 3597213 by Ben.Marsh Remove AutoReporter. We don't support this any more. Change 3597558 by Ben.Marsh UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax: +ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar") The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable. Change 3597982 by Ben.Marsh Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache). #jira UE-47173 Change 3598045 by Ben.Marsh UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI). Change 3599214 by Ben.Marsh Avoid string duplication when comparing extensions. Change 3600038 by Steve.Robb Fix for maps being modified during iteration in cache compaction. Change 3600136 by Steve.Robb GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool Change 3600214 by Steve.Robb More accurate error message when unsupported template parameters are provided in a TSet property. Change 3600232 by Ben.Marsh UBT: Force UHT to run again if the .build.cs file for a module has changed. #jira UE-46119 Change 3600246 by Steve.Robb GitHub #3045 : allow multiple interface definition in a file Change 3600645 by Ben.Marsh Convert QAGame to Include-What-You-Use. Change 3600897 by Ben.Marsh Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes. Change 3601558 by Graeme.Thornton Simple first pass VSCode editor integration plugin Change 3601658 by Graeme.Thornton Enable intellisense generation for VS Code project files and setup include paths properly Change 3601762 by Ben.Marsh UBT: Add support for adaptive non-unity builds when working from a Git repository. The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged. Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior: <SourceFileWorkingSet> <Provider>Default</Provider> <!-- May be None, Default, Git or Perforce --> <RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. --> <GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH --> </SourceFileWorkingSet> Change 3604032 by Graeme.Thornton First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows. Change 3604038 by Graeme.Thornton Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor. Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code. Change 3604106 by Steve.Robb GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro Change 3604192 by Steve.Robb GitHub #3911 : Improving ToUpper/ToLower efficiency Change 3604273 by Graeme.Thornton IWYU build fixes when malloc profiler is enabled Change 3605457 by Ben.Marsh Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it. Change 3606720 by James.Hopkin Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn. Change 3606807 by Graeme.Thornton Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741. Change 3607026 by James.Hopkin Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed Change 3607142 by Graeme.Thornton UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose. Change 3607146 by Ben.Marsh UGS: Fix exception due to formatting string when Perforce throws an error. Change 3607147 by Steve.Robb Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time. Float and double conversion support added to int properties. NAME_DoubleProperty added. Fix for converting enum class enumerators > 255 to int properties. Change 3607516 by Ben.Marsh PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames) Change 3610421 by Ben.Marsh UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help. Change 3610657 by Ben.Marsh UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables. Change 3611000 by Ben.Marsh UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument. Change 3612471 by Ben.Marsh UBT: Move FastJSON into DotNETUtilities. Change 3613479 by Ben.Marsh UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator. Change 3613910 by Ben.Marsh UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later. Change 3614075 by Ben.Marsh UBT: Remove hacks for testing project file attributes by name. Change 3614090 by Ben.Marsh UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary. Change 3614488 by Ben.Marsh UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled. Change 3614490 by Ben.Marsh UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself. Change 3614962 by Ben.Marsh UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers. Change 3615416 by Ben.Marsh EC: Include an icon showing the overall status of a build in the grid view. Change 3615713 by Ben.Marsh UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder. #jira UE-48987 Change 3616652 by Ben.Marsh Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project. #jira UE-49007 Change 3616680 by Ben.Marsh Add the CodeAPI-HTML.tgz file into the installed engine build. Change 3616767 by Ben.Marsh Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible. Change 3616864 by Ben.Marsh Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended. #jira UE-48711 Change 3619964 by Ben.Marsh UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables. Change 3548930 by Ben.Marsh UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction. Change 3558056 by Ben.Marsh Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()). Change 3563309 by Graeme.Thornton Moved some common C# classes into the DotNETCommon assembly Change 3570283 by Graeme.Thornton Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore Change 3572811 by Ben.Marsh UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables). Change 3573397 by Ben.Marsh UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS. Change 3575659 by Ben.Marsh Remove CHM API documentation. Change 3582103 by Graeme.Thornton Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core Removed reference to System.Windows.Form from UBT. Change 3584113 by Ben.Marsh Move key-mapping functionality into the InputCore module. Change 3584278 by Ben.Marsh Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc. Change 3584453 by Ben.Marsh Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms. Change 3585301 by Ben.Marsh Move PlatformPostInit() into an FPlatformApplicationMisc function. Change 3587050 by Ben.Marsh Move IsThisApplicationForeground() into FPlatformApplicationMisc. Change 3587059 by Ben.Marsh Move RequiresVirtualKeyboard() into FPlatformApplicationMisc. Change 3587119 by Ben.Marsh Move GetAbsoluteLogFilename() into FPlatformMisc. Change 3587800 by Steve.Robb Fixes to container visualizers for types whose pointer type isn't simply Type*. Change 3588393 by Ben.Marsh Move platform output devices into their own headers. Change 3588868 by Ben.Marsh Move creation of console, error and warning output devices int PlatformApplicationMisc. Change 3589879 by Graeme.Thornton All automation projects now have a reference to DotNETUtilities Fixed a build error in the WEX automation library Change 3590034 by Ben.Marsh Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac). Change 3593754 by Steve.Robb Fix for tuple debugger visualization. Change 3597208 by Ben.Marsh Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees. Change 3600163 by Ben.Marsh UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned. #jira UE-46725 Change 3604279 by Graeme.Thornton Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects Change 3606685 by James.Hopkin Removed redundant 'Cast's (casting to either the same type or a base). In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass. Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp. Change 3610950 by Ben.Marsh UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic. Change 3610991 by Ben.Marsh UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line. Change 3612342 by Ben.Marsh UBT: Change JsonObject.Read() to take a FileReference parameter. Change 3612362 by Ben.Marsh UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects. Change 3619128 by Ben.Marsh Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures. [CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
using Tools.DotNETCommon;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
[Flags]
public enum ProjectBuildTargets
{
None = 0,
Editor = 1 << 0,
ClientCooked = 1 << 1,
ServerCooked = 1 << 2,
Bootstrap = 1 << 3,
CrashReporter = 1 << 4,
Programs = 1 << 5,
UnrealPak = 1 << 6,
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
// All targets
All = Editor | ClientCooked | ServerCooked | Bootstrap | CrashReporter | Programs | UnrealPak,
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
}
/// <summary>
/// Helper command used for compiling.
/// </summary>
/// <remarks>
/// Command line params used by this command:
/// -cooked
/// -cookonthefly
/// -clean
/// -[platform]
/// </remarks>
public partial class Project : CommandUtils
{
#region Build Command
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3121996 on 2016/09/12 by Ben.Marsh Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced). * Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result. * Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default. * Visual Studio source code accessor can talk to VS 2017 instances. * Added a VS2017 configuration for UnrealVS, and added precompiled vsix package. * Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express). * Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes. Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed. Change 3189363 on 2016/11/07 by Ben.Marsh Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment. Change 3210598 on 2016/11/27 by Ben.Marsh UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to. Change 3210601 on 2016/11/27 by Ben.Marsh PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman) Change 3210602 on 2016/11/27 by Ben.Marsh PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis) Change 3210605 on 2016/11/27 by Ben.Marsh UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries. Change 3211656 on 2016/11/28 by Ben.Marsh UBT: Move ModuleRules and TargetRules into their own file. Change 3211797 on 2016/11/28 by Ben.Marsh UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only. Change 3211833 on 2016/11/28 by Ben.Marsh UBT: Remove overridable configuration name from target rules. This feature is not used anywhere. Change 3211859 on 2016/11/28 by Ben.Marsh UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead. Change 3211942 on 2016/11/28 by Ben.Marsh UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now. Change 3215333 on 2016/11/30 by Ben.Marsh UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method. Change 3215482 on 2016/11/30 by Ben.Marsh UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported. Change 3215743 on 2016/11/30 by Ben.Marsh UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor. Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor. Change 3215778 on 2016/11/30 by Ben.Marsh UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete. Change 3217681 on 2016/12/01 by Ben.Marsh UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script. Change 3217723 on 2016/12/01 by Ben.Marsh UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled. Change 3217930 on 2016/12/01 by Ben.Marsh UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections. Change 3218762 on 2016/12/02 by Ben.Marsh Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations. Change 3219161 on 2016/12/02 by Ben.Marsh Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory. Change 3219197 on 2016/12/02 by Ben.Marsh Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere. Change 3219209 on 2016/12/02 by Ben.Marsh Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64. Change 3219610 on 2016/12/02 by Ben.Marsh Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful. Change 3219731 on 2016/12/02 by Ben.Marsh UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules. Change 3220796 on 2016/12/04 by Ben.Marsh Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway. Change 3220825 on 2016/12/04 by Ben.Marsh UBT: Change all executors to derive from a common base class (ActionExecutor). Change 3220834 on 2016/12/04 by Ben.Marsh UBT: Remove the global CommandLineContains() function. Change 3222706 on 2016/12/05 by Ben.Marsh Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017. Change 3222712 on 2016/12/05 by Ben.Marsh Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat Change 3223628 on 2016/12/06 by Ben.Marsh Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe Change 3223817 on 2016/12/06 by Ben.Marsh Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text. Change 3224046 on 2016/12/06 by Ben.Marsh Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded. Change 3224792 on 2016/12/07 by Ben.Marsh UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools. Change 3225212 on 2016/12/07 by Ben.Marsh UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy. Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object. The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner. Change 3226310 on 2016/12/07 by Ben.Marsh PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic) Change 3228273 on 2016/12/08 by Ben.Marsh Update copyright notices for QAGame. Change 3229166 on 2016/12/09 by Ben.Marsh UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object. Change 3230601 on 2016/12/12 by Ben.Marsh Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed. Change 3230737 on 2016/12/12 by Ben.Marsh UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands. Change 3230751 on 2016/12/12 by Ben.Marsh UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for. Change 3230804 on 2016/12/12 by Ben.Marsh UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary. Change 3230831 on 2016/12/12 by Ben.Marsh UGS: Warn when trying to switch streams if files are checked out. Change 3231281 on 2016/12/12 by Chad.Garyet Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one Change 3231496 on 2016/12/12 by Ben.Marsh Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015. Change 3231979 on 2016/12/12 by Ben.Marsh UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking. Change 3232619 on 2016/12/13 by Ben.Marsh Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main. [CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
/// <summary>
/// PlatformSupportsCrashReporter
/// </summary>
/// <param name="InPlatform">The platform of interest</param>
/// <returns>True if the given platform supports a crash reporter client (i.e. it can be built for it)</returns>
static public bool PlatformSupportsCrashReporter(UnrealTargetPlatform InPlatform)
{
return (
(InPlatform == UnrealTargetPlatform.Win64) ||
(InPlatform == UnrealTargetPlatform.Win32) ||
(InPlatform == UnrealTargetPlatform.Linux) ||
(InPlatform == UnrealTargetPlatform.Mac)
);
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3121996 on 2016/09/12 by Ben.Marsh Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced). * Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result. * Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default. * Visual Studio source code accessor can talk to VS 2017 instances. * Added a VS2017 configuration for UnrealVS, and added precompiled vsix package. * Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express). * Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes. Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed. Change 3189363 on 2016/11/07 by Ben.Marsh Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment. Change 3210598 on 2016/11/27 by Ben.Marsh UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to. Change 3210601 on 2016/11/27 by Ben.Marsh PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman) Change 3210602 on 2016/11/27 by Ben.Marsh PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis) Change 3210605 on 2016/11/27 by Ben.Marsh UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries. Change 3211656 on 2016/11/28 by Ben.Marsh UBT: Move ModuleRules and TargetRules into their own file. Change 3211797 on 2016/11/28 by Ben.Marsh UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only. Change 3211833 on 2016/11/28 by Ben.Marsh UBT: Remove overridable configuration name from target rules. This feature is not used anywhere. Change 3211859 on 2016/11/28 by Ben.Marsh UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead. Change 3211942 on 2016/11/28 by Ben.Marsh UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now. Change 3215333 on 2016/11/30 by Ben.Marsh UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method. Change 3215482 on 2016/11/30 by Ben.Marsh UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported. Change 3215743 on 2016/11/30 by Ben.Marsh UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor. Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor. Change 3215778 on 2016/11/30 by Ben.Marsh UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete. Change 3217681 on 2016/12/01 by Ben.Marsh UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script. Change 3217723 on 2016/12/01 by Ben.Marsh UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled. Change 3217930 on 2016/12/01 by Ben.Marsh UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections. Change 3218762 on 2016/12/02 by Ben.Marsh Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations. Change 3219161 on 2016/12/02 by Ben.Marsh Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory. Change 3219197 on 2016/12/02 by Ben.Marsh Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere. Change 3219209 on 2016/12/02 by Ben.Marsh Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64. Change 3219610 on 2016/12/02 by Ben.Marsh Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful. Change 3219731 on 2016/12/02 by Ben.Marsh UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules. Change 3220796 on 2016/12/04 by Ben.Marsh Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway. Change 3220825 on 2016/12/04 by Ben.Marsh UBT: Change all executors to derive from a common base class (ActionExecutor). Change 3220834 on 2016/12/04 by Ben.Marsh UBT: Remove the global CommandLineContains() function. Change 3222706 on 2016/12/05 by Ben.Marsh Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017. Change 3222712 on 2016/12/05 by Ben.Marsh Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat Change 3223628 on 2016/12/06 by Ben.Marsh Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe Change 3223817 on 2016/12/06 by Ben.Marsh Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text. Change 3224046 on 2016/12/06 by Ben.Marsh Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded. Change 3224792 on 2016/12/07 by Ben.Marsh UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools. Change 3225212 on 2016/12/07 by Ben.Marsh UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy. Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object. The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner. Change 3226310 on 2016/12/07 by Ben.Marsh PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic) Change 3228273 on 2016/12/08 by Ben.Marsh Update copyright notices for QAGame. Change 3229166 on 2016/12/09 by Ben.Marsh UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object. Change 3230601 on 2016/12/12 by Ben.Marsh Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed. Change 3230737 on 2016/12/12 by Ben.Marsh UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands. Change 3230751 on 2016/12/12 by Ben.Marsh UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for. Change 3230804 on 2016/12/12 by Ben.Marsh UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary. Change 3230831 on 2016/12/12 by Ben.Marsh UGS: Warn when trying to switch streams if files are checked out. Change 3231281 on 2016/12/12 by Chad.Garyet Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one Change 3231496 on 2016/12/12 by Ben.Marsh Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015. Change 3231979 on 2016/12/12 by Ben.Marsh UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking. Change 3232619 on 2016/12/13 by Ben.Marsh Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main. [CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1, ProjectBuildTargets TargetMask = ProjectBuildTargets.All)
{
Params.ValidateAndLog();
if (!Params.Build)
{
return;
}
if (CommandUtils.IsEngineInstalled() && !Params.IsCodeBasedProject)
{
return;
}
LogInformation("********** BUILD COMMAND STARTED **********");
var UE4Build = new UE4Build(Command);
var Agenda = new UE4Build.BuildAgenda();
var CrashReportPlatforms = new HashSet<UnrealTargetPlatform>();
// Setup editor targets
if (Params.HasEditorTargets && (!Params.SkipBuildEditor) && (TargetMask & ProjectBuildTargets.Editor) == ProjectBuildTargets.Editor)
{
// @todo Mac: proper platform detection
UnrealTargetPlatform EditorPlatform = HostPlatform.Current.HostEditorPlatform;
const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath);
if(!CommandUtils.IsEngineInstalled())
{
CrashReportPlatforms.Add(EditorPlatform);
if (Params.EditorTargets.Contains("UnrealHeaderTool") == false)
{
Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration);
}
if (Params.EditorTargets.Contains("ShaderCompileWorker") == false)
{
Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration);
}
if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false)
{
Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration);
}
}
}
// allow all involved platforms to hook into the agenda
HashSet<UnrealTargetPlatform> UniquePlatforms = new HashSet<UnrealTargetPlatform>();
UniquePlatforms.UnionWith(Params.ClientTargetPlatforms.Select(x => x.Type));
UniquePlatforms.UnionWith(Params.ServerTargetPlatforms.Select(x => x.Type));
foreach (UnrealTargetPlatform TargetPlatform in UniquePlatforms)
{
Platform.GetPlatform(TargetPlatform).PreBuildAgenda(UE4Build, Agenda, Params);
}
// Build any tools we need to stage
if ((TargetMask & ProjectBuildTargets.UnrealPak) == ProjectBuildTargets.UnrealPak && !CommandUtils.IsEngineInstalled())
{
if (Params.EditorTargets.Contains("UnrealPak") == false)
{
Agenda.AddTargets(new string[] { "UnrealPak" }, HostPlatform.Current.HostEditorPlatform, UnrealTargetConfiguration.Development, Params.CodeBasedUprojectPath);
}
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3420477) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3386262 on 2017/04/10 by Ben.Marsh Add app-local deployment of DirectX components that are no longer included with newer versions of Windows by default (XAudio 2.7, XInput 1.3). Also add a one-click button to the packaging settings to include the default app-local dependencies, rather than having to specify the path. Change 3386999 on 2017/04/10 by Ben.Marsh Plugins: Add support for explicit dependencies from one plugin onto another. Required plugins can be configured in an identical manner to project files, by adding a "Plugins" key to the .uplugin file. Dependencies are automatically built and loaded, and the plugin browser will warn if you try to disable a plugin that something else has a dependency on. Change 3387073 on 2017/04/10 by Ben.Marsh Move FLightPropagationRuntimeSettings into the Renderer module, to remove engine dependency on a plugin. Change 3387988 on 2017/04/11 by Steve.Robb Comments added to clarify the role of DestructItem and DestructItems. Change 3388085 on 2017/04/11 by Ben.Marsh UBT: Fix bEnabled flag on plugin references being ignored. Now collect up all the plugin references in order of priority before creating plugin instances for them. Fixes CIS fail for UT. Change 3390048 on 2017/04/12 by Richard.Hinckley #jira UE-43876 Fixed description of Streaming settings (within Project Settings). Change 3390697 on 2017/04/12 by Steve.Robb CLASS_PointersDefaultToAutoWeak and CLASS_PointersDefaultToWeak removed. Change 3390711 on 2017/04/12 by Steve.Robb AGRESSIVE_ARRAY_FORCEINLINE removed. Change 3392167 on 2017/04/13 by Robert.Manuszewski UObject can be added to GC cluster only if all of its Outers can also be added to it. Fixing asserts caused by components that are added to GC clusters even if their owner actors that can't be in GC clusters. #jira UE-42948 Change 3392309 on 2017/04/13 by Robert.Manuszewski When adding objects to clusters after these clusters have been created it's possible to come across objects that are already in the cluster we're adding the object to so instead of crashing, allow it. Change 3392620 on 2017/04/13 by Ben.Marsh UGS: Only check for updates every 5 minutes. Change 3392623 on 2017/04/13 by Ben.Marsh UGS: Only poll for new changes every 60 seconds. Change 3392744 on 2017/04/13 by Ben.Marsh UGS: Query changelist descriptions individually to determine whether changes affect code or content, to hopefully reduce Perforce server load. Change 3392874 on 2017/04/13 by Ben.Marsh UGS: Allow specifying regexes in the project config file which filters which changes to be displayed. Useful for changes submitted by build machines, updates to collections, etc... Change 3392878 on 2017/04/13 by Ben.Marsh Update UGS to version 1.96 Change 3395635 on 2017/04/17 by Ben.Marsh UAT: Prefix log output from executing UAT commands through BuildGraph with the name of that command. Change 3395655 on 2017/04/17 by Ben.Marsh UAT: Add a command for syncing a DDC over the network (SyncDDC). Allows specifying a maximum size to copy, number of days worth of modified files to copy, and time limit not to be exceeded. Change 3396989 on 2017/04/17 by Wes.Hunt CrashReporter configurable tweaks. * Added QueueWaitingTimeAlertThreshold (used to be hardcoded to 1 min). - When the queue waiting time gets beyond this many seconds, trigger a slack alert message. Default is 10 min. - Zero means never alert. * Added DiskSpaceAvailableAlertInterval (used to be hardcoded to 1 day). - Interval by which to report disk space availability. - Default is never (Zero) * Updated config file to match production config. #codereview:jin.zhang Change 3397656 on 2017/04/18 by Ben.Marsh UBT: Allow modules to opt-out of getting the default include paths from being added, by setting bAddDefaultIncludePaths = false from their build.cs file. Change 3397677 on 2017/04/18 by Robert.Manuszewski PR #3167 : Adding more descriptive error text to DetatchLinker error check (by rooneym) Change 3397722 on 2017/04/18 by Robert.Manuszewski PR #2252: Increase linker reporting for failed imports (Contributed by FineRedMist) Change 3397739 on 2017/04/18 by Richard.Hinckley #jira UE-44100 Fixed SanitizePackageName() to remove double-slash, triple-slash, etc. from package names. Also updated CreatePackage() to call SanitizePackageName() before creating. Change 3398023 on 2017/04/18 by Ben.Marsh PR #3105: Cook/package with editor and debugger attached (Contributed by projectgheist) Change 3398095 on 2017/04/18 by Ben.Marsh PR #3051: Generate map file from UAT (Contributed by projectgheist) Change 3398212 on 2017/04/18 by Ben.Marsh PR #2915: UE-38232: Removed duplicate stats (Contributed by projectgheist) Change 3399304 on 2017/04/19 by Ben.Marsh UGS: Prevent editor target files being removed when running custom tools. Change 3399306 on 2017/04/19 by Robert.Manuszewski Moved InitPropertiesFromCustomList to UbLueprintGeneratedClass and made it thread safe Change 3399729 on 2017/04/19 by Steve.Robb Simple optimization to TBitArray::RemoveAt() when all removed bits are at the end of the array. RemoveAtSwap() now simply decrements the count instead of calling RemoveAt(). Checks for a positive count added to RemoveAt() and RemoveAtSwap(). Change 3399750 on 2017/04/19 by Jin.Zhang Order branch alphabetically #RB Change 3400186 on 2017/04/19 by Steve.Robb Per-header generated code. Change 3401458 on 2017/04/20 by Steve.Robb Static log categories moved out of headers to prevent duplicates when the header is included multiple times. #jira UE-37507 Change 3401657 on 2017/04/20 by Gil.Gribb UE4 - Simplified and reworked lock free lists and the task graph bringing all platforms under the same scheme. Change 3401735 on 2017/04/20 by Gil.Gribb UE4 - Updated apple platform atomics with a new clang version which is intended to be shared among all clang platforms. Change 3403362 on 2017/04/21 by Steve.Robb Algo::Sort() fixed to support C arrays. Size+count versions of Also::IsSorted() deprecated. Algo::IsSortedBy() added. Algo::FindBy() added to allow an element to be found by projection. Simplifications and generalizations. Change 3404017 on 2017/04/21 by Ben.Marsh Fix issue where referenced plugin descriptors were missing from console builds, and prevent monolithic builds from offering to disable missing plugins. Change 3405299 on 2017/04/24 by Steve.Robb Clarified the class of the incompatible function in the error message about incompatible BP event specifiers. #jira UE-35106 Change 3405302 on 2017/04/24 by Ben.Marsh UBT: Allow excluding documentation from generated project files, by setting <ProjectFileGenerator><bIncludeDocumentation>false</bIncludeDocumentation></ProjectFileGenerator> in the XML configuration file. Change 3405629 on 2017/04/24 by Ben.Marsh Rename CPPEnvironment to CppCompileEnvironment, to reflect the class name. Change 3406431 on 2017/04/24 by Ben.Marsh UAT: Fix incorrect handling of P4SubmitOptions when multiple values are present. Change 3406670 on 2017/04/24 by Ben.Marsh UBT: Enable warnings for classes with virtual functions and no virtual destructor (C4265 on Windows, -fdelete-non-virtual-dtor on Clang). Change 3407080 on 2017/04/25 by Gil.Gribb UE4 - Critical fix: Propoerly disambiguate imports with the same name and the same outer name. This fixes an assert: LocalExportIndex.IsNull. Change 3407486 on 2017/04/25 by Gil.Gribb UE4 - Made changes so that servers, programs and non-engine executables do not create background or high priority threads. Change 3407495 on 2017/04/25 by Gil.Gribb UE4 - Tweaked out XBox and Windows low level file IO. Change 3407497 on 2017/04/25 by Gil.Gribb UE4 - Fixed bug in the pak precacher that would result in blocks being discarded too soon, which, in turn, resulted in redudnant reads. Change 3407705 on 2017/04/25 by Ben.Marsh Removing most of the junk in DotNETUtilities. Change 3409701 on 2017/04/26 by Ben.Marsh Disable another static analyzer warning for third party libraries. Change 3410074 on 2017/04/26 by Daniel.Lamb Network platform file runs heart beats and responds to modified file changes. Cook on the fly server in the editor (COTS) now detects changes to content and notifies client. Fixed issue with network platform file not using correct sandbox. #test cook on the side shootergame Change 3411131 on 2017/04/27 by Steve.Robb TIsTriviallyDestructible now supports forward-declared enums. Change 3411186 on 2017/04/27 by Steve.Robb Fix for #includes in generated code for Within classes which are in a different module from the generated class. Change 3411917 on 2017/04/27 by Steve.Robb Fixes to pushing/popping the CPP macro. Change 3411966 on 2017/04/27 by Steve.Robb Include spam reduced in generated code. Change 3412155 on 2017/04/27 by Ben.Marsh Fix for PVS Studio warning: VFOVInRadians used instead of HFOVInRadians. Change 3412223 on 2017/04/27 by Ben.Marsh Fix for PVS-Studio warning: Calling SetHelperA.Num() twice. Change 3412273 on 2017/04/27 by Ben.Marsh Fix for PVS-Studio warning: Duplicated variable name. Change 3412511 on 2017/04/27 by Ben.Marsh PR #3462: Fixed PVS-Studio issues (Part 1) (Contributed by PaulEremeeff) Change 3412582 on 2017/04/27 by Ben.Marsh Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code Change 3413136 on 2017/04/28 by Robert.Manuszewski Helper functions for dissolving specific GC clusters Change 3413310 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code. Change 3413341 on 2017/04/28 by Gil.Gribb UE4 - Add prestream capability to allow us to preload always loaded sublevels. Only turned on for Shootergame. Change 3413351 on 2017/04/28 by Ben.Marsh Include code analysis macros directly from Platform.h, so that macros are available to everything. Change 3413352 on 2017/04/28 by Ben.Marsh Fixing a few more PVS studio warnings. Change 3413437 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Comparison is always true. Change 3413759 on 2017/04/28 by Ben.Marsh Suppressing warnings for PVS-Studio. Change 3413784 on 2017/04/28 by Ben.Marsh Fix PVS-Studio warning. Change 3413898 on 2017/04/28 by Ben.Marsh Fix PVS-Studio warning: Same conditional is checked twice. Change 3413915 on 2017/04/28 by Ben.Marsh Fix PVS-Studio warning: LHS of expression is identical to RHS. Change 3413989 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: If CurrentGraph->SubGraphs.Num() == 1, it will always enter the first conditional block. Change 3414053 on 2017/04/28 by Ben.Marsh More PVS-Studio fixes. Change 3414062 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Pointer to object goes out of scope without being freed. Change 3414070 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Fix incorrect condition. Change 3414071 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Array index is always zero. Change 3414116 on 2017/04/28 by Ben.Marsh BuildGraph: Allow marking compile tasks as unsuitable for use with the parallel executor, via an AllowParallelExecutor="false" attribute. Change 3414160 on 2017/04/28 by Ben.Marsh Add support for running PVS-Studio through UnrealBuildTool. To use, pass -StaticAnalyzer=PVSStudio to the build command line (similarly, the Visual C++ analyzer can now be invoked using -StaticAnalyzer=VisualCpp). A log file will be written to the Engine/Saved/PVS-Studio or <Project>/Saved/PVS-Studio directory containing diagnostics, which can be opened using the "unparsed output" filter in the PVS-Studio standalone application. High priority warnings are printed to stdout. Change 3414237 on 2017/04/28 by Ben.Marsh EC: Allow disabling and enabling the log preprocessor via special markers in the log. To disable: <-- Suspend Log Parsing --> To enable: <-- Resume Log Parsing --> Change 3414343 on 2017/04/28 by Ben.Marsh UBT: Exclude ThirdParty folders from PVS output. Change 3414392 on 2017/04/28 by Ben.Marsh Fix regular strings being casted to BSTRs; BSTRs have a hidden length prefix in the two bytes before the first character, so passing a regular TCHAR* is reading random memory. Change 3414459 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Object goes out of scope without being freed. Change 3414495 on 2017/04/28 by Ben.Marsh Suppress some more PVS-Studio warnings. Change 3414514 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Testing WorldType being equal to EditorPreview and not equal to Inactive is redundant; changing to match description in comment instead. Change 3414526 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Variable assigned to itself has no effect. Change 3415183 on 2017/04/29 by Ben.Marsh Fix conflict in macro definitions for ENABLE_HTTP_FOR_NFS - rename the macro defined by NetworkFile to ENABLE_HTTP_FOR_NF. Hopefully fix CIS. Change 3415765 on 2017/05/01 by Ben.Marsh Suppressing PVS-Studio warning to get things building cleanly. Not sure if FContentHelper is being leaked or not. Change 3415853 on 2017/05/01 by Ben.Marsh EC: Fix jobs never completing if a "Sync & Build" step fails. Dependent jobs should evaluate their run conditions as soon as the parent step finishes, rather than waiting for child job steps to be created. Change 3416138 on 2017/05/01 by Ben.Marsh Fix Fortnite cook failures. Not sure what the exact problem is here, but my hunch is that discarded "const" causes blueprint compile failures due to not being able to connect output pins between nodes for overloaded functions, or something like that. Change 3416309 on 2017/05/01 by Ben.Marsh Build: Fix node names for static analysis. Change 3416360 on 2017/05/01 by Ben.Marsh UBT: Remove unused arguments to PrepForUATPackageOrDeploy for Windows. Change 3416398 on 2017/05/01 by Daniel.Lamb Cook on the fly NetworkFileServerConnection Remove FileModifiedCallback delegate when the connection is closed. #test Cook on the side shootergame. Change 3416826 on 2017/05/01 by Daniel.Lamb Added callback to game when files are requested reload from networkfileserver. Game will need to unload / reload effected objects. Working on simple reload capability in shootergame. #test Cook on the side shootergame with reloading Change 3417983 on 2017/05/02 by Ben.Marsh EC: Remove warning for lines not matching p4 tag syntax when running preflights; multi-line descriptions in shelved changelists break this pattern. Change 3418747 on 2017/05/02 by Steve.Robb Fix for const pointer properties. Fix for UHT debugging manifest. Test added for pointer properties. Change 3420477 on 2017/05/03 by Gil.Gribb UE4 - Removed check from windows async IO layer. [CL 3421020 by Ben Marsh in Main branch]
2017-05-03 14:18:32 -04:00
// Additional compile arguments
string AdditionalArgs = "";
if (string.IsNullOrEmpty(Params.UbtArgs) == false)
{
string Arg = Params.UbtArgs;
Arg = Arg.TrimStart(new char[] { '\"' });
Arg = Arg.TrimEnd(new char[] { '\"' });
AdditionalArgs += " " + Arg;
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3420477) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3386262 on 2017/04/10 by Ben.Marsh Add app-local deployment of DirectX components that are no longer included with newer versions of Windows by default (XAudio 2.7, XInput 1.3). Also add a one-click button to the packaging settings to include the default app-local dependencies, rather than having to specify the path. Change 3386999 on 2017/04/10 by Ben.Marsh Plugins: Add support for explicit dependencies from one plugin onto another. Required plugins can be configured in an identical manner to project files, by adding a "Plugins" key to the .uplugin file. Dependencies are automatically built and loaded, and the plugin browser will warn if you try to disable a plugin that something else has a dependency on. Change 3387073 on 2017/04/10 by Ben.Marsh Move FLightPropagationRuntimeSettings into the Renderer module, to remove engine dependency on a plugin. Change 3387988 on 2017/04/11 by Steve.Robb Comments added to clarify the role of DestructItem and DestructItems. Change 3388085 on 2017/04/11 by Ben.Marsh UBT: Fix bEnabled flag on plugin references being ignored. Now collect up all the plugin references in order of priority before creating plugin instances for them. Fixes CIS fail for UT. Change 3390048 on 2017/04/12 by Richard.Hinckley #jira UE-43876 Fixed description of Streaming settings (within Project Settings). Change 3390697 on 2017/04/12 by Steve.Robb CLASS_PointersDefaultToAutoWeak and CLASS_PointersDefaultToWeak removed. Change 3390711 on 2017/04/12 by Steve.Robb AGRESSIVE_ARRAY_FORCEINLINE removed. Change 3392167 on 2017/04/13 by Robert.Manuszewski UObject can be added to GC cluster only if all of its Outers can also be added to it. Fixing asserts caused by components that are added to GC clusters even if their owner actors that can't be in GC clusters. #jira UE-42948 Change 3392309 on 2017/04/13 by Robert.Manuszewski When adding objects to clusters after these clusters have been created it's possible to come across objects that are already in the cluster we're adding the object to so instead of crashing, allow it. Change 3392620 on 2017/04/13 by Ben.Marsh UGS: Only check for updates every 5 minutes. Change 3392623 on 2017/04/13 by Ben.Marsh UGS: Only poll for new changes every 60 seconds. Change 3392744 on 2017/04/13 by Ben.Marsh UGS: Query changelist descriptions individually to determine whether changes affect code or content, to hopefully reduce Perforce server load. Change 3392874 on 2017/04/13 by Ben.Marsh UGS: Allow specifying regexes in the project config file which filters which changes to be displayed. Useful for changes submitted by build machines, updates to collections, etc... Change 3392878 on 2017/04/13 by Ben.Marsh Update UGS to version 1.96 Change 3395635 on 2017/04/17 by Ben.Marsh UAT: Prefix log output from executing UAT commands through BuildGraph with the name of that command. Change 3395655 on 2017/04/17 by Ben.Marsh UAT: Add a command for syncing a DDC over the network (SyncDDC). Allows specifying a maximum size to copy, number of days worth of modified files to copy, and time limit not to be exceeded. Change 3396989 on 2017/04/17 by Wes.Hunt CrashReporter configurable tweaks. * Added QueueWaitingTimeAlertThreshold (used to be hardcoded to 1 min). - When the queue waiting time gets beyond this many seconds, trigger a slack alert message. Default is 10 min. - Zero means never alert. * Added DiskSpaceAvailableAlertInterval (used to be hardcoded to 1 day). - Interval by which to report disk space availability. - Default is never (Zero) * Updated config file to match production config. #codereview:jin.zhang Change 3397656 on 2017/04/18 by Ben.Marsh UBT: Allow modules to opt-out of getting the default include paths from being added, by setting bAddDefaultIncludePaths = false from their build.cs file. Change 3397677 on 2017/04/18 by Robert.Manuszewski PR #3167 : Adding more descriptive error text to DetatchLinker error check (by rooneym) Change 3397722 on 2017/04/18 by Robert.Manuszewski PR #2252: Increase linker reporting for failed imports (Contributed by FineRedMist) Change 3397739 on 2017/04/18 by Richard.Hinckley #jira UE-44100 Fixed SanitizePackageName() to remove double-slash, triple-slash, etc. from package names. Also updated CreatePackage() to call SanitizePackageName() before creating. Change 3398023 on 2017/04/18 by Ben.Marsh PR #3105: Cook/package with editor and debugger attached (Contributed by projectgheist) Change 3398095 on 2017/04/18 by Ben.Marsh PR #3051: Generate map file from UAT (Contributed by projectgheist) Change 3398212 on 2017/04/18 by Ben.Marsh PR #2915: UE-38232: Removed duplicate stats (Contributed by projectgheist) Change 3399304 on 2017/04/19 by Ben.Marsh UGS: Prevent editor target files being removed when running custom tools. Change 3399306 on 2017/04/19 by Robert.Manuszewski Moved InitPropertiesFromCustomList to UbLueprintGeneratedClass and made it thread safe Change 3399729 on 2017/04/19 by Steve.Robb Simple optimization to TBitArray::RemoveAt() when all removed bits are at the end of the array. RemoveAtSwap() now simply decrements the count instead of calling RemoveAt(). Checks for a positive count added to RemoveAt() and RemoveAtSwap(). Change 3399750 on 2017/04/19 by Jin.Zhang Order branch alphabetically #RB Change 3400186 on 2017/04/19 by Steve.Robb Per-header generated code. Change 3401458 on 2017/04/20 by Steve.Robb Static log categories moved out of headers to prevent duplicates when the header is included multiple times. #jira UE-37507 Change 3401657 on 2017/04/20 by Gil.Gribb UE4 - Simplified and reworked lock free lists and the task graph bringing all platforms under the same scheme. Change 3401735 on 2017/04/20 by Gil.Gribb UE4 - Updated apple platform atomics with a new clang version which is intended to be shared among all clang platforms. Change 3403362 on 2017/04/21 by Steve.Robb Algo::Sort() fixed to support C arrays. Size+count versions of Also::IsSorted() deprecated. Algo::IsSortedBy() added. Algo::FindBy() added to allow an element to be found by projection. Simplifications and generalizations. Change 3404017 on 2017/04/21 by Ben.Marsh Fix issue where referenced plugin descriptors were missing from console builds, and prevent monolithic builds from offering to disable missing plugins. Change 3405299 on 2017/04/24 by Steve.Robb Clarified the class of the incompatible function in the error message about incompatible BP event specifiers. #jira UE-35106 Change 3405302 on 2017/04/24 by Ben.Marsh UBT: Allow excluding documentation from generated project files, by setting <ProjectFileGenerator><bIncludeDocumentation>false</bIncludeDocumentation></ProjectFileGenerator> in the XML configuration file. Change 3405629 on 2017/04/24 by Ben.Marsh Rename CPPEnvironment to CppCompileEnvironment, to reflect the class name. Change 3406431 on 2017/04/24 by Ben.Marsh UAT: Fix incorrect handling of P4SubmitOptions when multiple values are present. Change 3406670 on 2017/04/24 by Ben.Marsh UBT: Enable warnings for classes with virtual functions and no virtual destructor (C4265 on Windows, -fdelete-non-virtual-dtor on Clang). Change 3407080 on 2017/04/25 by Gil.Gribb UE4 - Critical fix: Propoerly disambiguate imports with the same name and the same outer name. This fixes an assert: LocalExportIndex.IsNull. Change 3407486 on 2017/04/25 by Gil.Gribb UE4 - Made changes so that servers, programs and non-engine executables do not create background or high priority threads. Change 3407495 on 2017/04/25 by Gil.Gribb UE4 - Tweaked out XBox and Windows low level file IO. Change 3407497 on 2017/04/25 by Gil.Gribb UE4 - Fixed bug in the pak precacher that would result in blocks being discarded too soon, which, in turn, resulted in redudnant reads. Change 3407705 on 2017/04/25 by Ben.Marsh Removing most of the junk in DotNETUtilities. Change 3409701 on 2017/04/26 by Ben.Marsh Disable another static analyzer warning for third party libraries. Change 3410074 on 2017/04/26 by Daniel.Lamb Network platform file runs heart beats and responds to modified file changes. Cook on the fly server in the editor (COTS) now detects changes to content and notifies client. Fixed issue with network platform file not using correct sandbox. #test cook on the side shootergame Change 3411131 on 2017/04/27 by Steve.Robb TIsTriviallyDestructible now supports forward-declared enums. Change 3411186 on 2017/04/27 by Steve.Robb Fix for #includes in generated code for Within classes which are in a different module from the generated class. Change 3411917 on 2017/04/27 by Steve.Robb Fixes to pushing/popping the CPP macro. Change 3411966 on 2017/04/27 by Steve.Robb Include spam reduced in generated code. Change 3412155 on 2017/04/27 by Ben.Marsh Fix for PVS Studio warning: VFOVInRadians used instead of HFOVInRadians. Change 3412223 on 2017/04/27 by Ben.Marsh Fix for PVS-Studio warning: Calling SetHelperA.Num() twice. Change 3412273 on 2017/04/27 by Ben.Marsh Fix for PVS-Studio warning: Duplicated variable name. Change 3412511 on 2017/04/27 by Ben.Marsh PR #3462: Fixed PVS-Studio issues (Part 1) (Contributed by PaulEremeeff) Change 3412582 on 2017/04/27 by Ben.Marsh Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code Change 3413136 on 2017/04/28 by Robert.Manuszewski Helper functions for dissolving specific GC clusters Change 3413310 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code. Change 3413341 on 2017/04/28 by Gil.Gribb UE4 - Add prestream capability to allow us to preload always loaded sublevels. Only turned on for Shootergame. Change 3413351 on 2017/04/28 by Ben.Marsh Include code analysis macros directly from Platform.h, so that macros are available to everything. Change 3413352 on 2017/04/28 by Ben.Marsh Fixing a few more PVS studio warnings. Change 3413437 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Comparison is always true. Change 3413759 on 2017/04/28 by Ben.Marsh Suppressing warnings for PVS-Studio. Change 3413784 on 2017/04/28 by Ben.Marsh Fix PVS-Studio warning. Change 3413898 on 2017/04/28 by Ben.Marsh Fix PVS-Studio warning: Same conditional is checked twice. Change 3413915 on 2017/04/28 by Ben.Marsh Fix PVS-Studio warning: LHS of expression is identical to RHS. Change 3413989 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: If CurrentGraph->SubGraphs.Num() == 1, it will always enter the first conditional block. Change 3414053 on 2017/04/28 by Ben.Marsh More PVS-Studio fixes. Change 3414062 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Pointer to object goes out of scope without being freed. Change 3414070 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Fix incorrect condition. Change 3414071 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Array index is always zero. Change 3414116 on 2017/04/28 by Ben.Marsh BuildGraph: Allow marking compile tasks as unsuitable for use with the parallel executor, via an AllowParallelExecutor="false" attribute. Change 3414160 on 2017/04/28 by Ben.Marsh Add support for running PVS-Studio through UnrealBuildTool. To use, pass -StaticAnalyzer=PVSStudio to the build command line (similarly, the Visual C++ analyzer can now be invoked using -StaticAnalyzer=VisualCpp). A log file will be written to the Engine/Saved/PVS-Studio or <Project>/Saved/PVS-Studio directory containing diagnostics, which can be opened using the "unparsed output" filter in the PVS-Studio standalone application. High priority warnings are printed to stdout. Change 3414237 on 2017/04/28 by Ben.Marsh EC: Allow disabling and enabling the log preprocessor via special markers in the log. To disable: <-- Suspend Log Parsing --> To enable: <-- Resume Log Parsing --> Change 3414343 on 2017/04/28 by Ben.Marsh UBT: Exclude ThirdParty folders from PVS output. Change 3414392 on 2017/04/28 by Ben.Marsh Fix regular strings being casted to BSTRs; BSTRs have a hidden length prefix in the two bytes before the first character, so passing a regular TCHAR* is reading random memory. Change 3414459 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Object goes out of scope without being freed. Change 3414495 on 2017/04/28 by Ben.Marsh Suppress some more PVS-Studio warnings. Change 3414514 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Testing WorldType being equal to EditorPreview and not equal to Inactive is redundant; changing to match description in comment instead. Change 3414526 on 2017/04/28 by Ben.Marsh Fix for PVS-Studio warning: Variable assigned to itself has no effect. Change 3415183 on 2017/04/29 by Ben.Marsh Fix conflict in macro definitions for ENABLE_HTTP_FOR_NFS - rename the macro defined by NetworkFile to ENABLE_HTTP_FOR_NF. Hopefully fix CIS. Change 3415765 on 2017/05/01 by Ben.Marsh Suppressing PVS-Studio warning to get things building cleanly. Not sure if FContentHelper is being leaked or not. Change 3415853 on 2017/05/01 by Ben.Marsh EC: Fix jobs never completing if a "Sync & Build" step fails. Dependent jobs should evaluate their run conditions as soon as the parent step finishes, rather than waiting for child job steps to be created. Change 3416138 on 2017/05/01 by Ben.Marsh Fix Fortnite cook failures. Not sure what the exact problem is here, but my hunch is that discarded "const" causes blueprint compile failures due to not being able to connect output pins between nodes for overloaded functions, or something like that. Change 3416309 on 2017/05/01 by Ben.Marsh Build: Fix node names for static analysis. Change 3416360 on 2017/05/01 by Ben.Marsh UBT: Remove unused arguments to PrepForUATPackageOrDeploy for Windows. Change 3416398 on 2017/05/01 by Daniel.Lamb Cook on the fly NetworkFileServerConnection Remove FileModifiedCallback delegate when the connection is closed. #test Cook on the side shootergame. Change 3416826 on 2017/05/01 by Daniel.Lamb Added callback to game when files are requested reload from networkfileserver. Game will need to unload / reload effected objects. Working on simple reload capability in shootergame. #test Cook on the side shootergame with reloading Change 3417983 on 2017/05/02 by Ben.Marsh EC: Remove warning for lines not matching p4 tag syntax when running preflights; multi-line descriptions in shelved changelists break this pattern. Change 3418747 on 2017/05/02 by Steve.Robb Fix for const pointer properties. Fix for UHT debugging manifest. Test added for pointer properties. Change 3420477 on 2017/05/03 by Gil.Gribb UE4 - Removed check from windows async IO layer. [CL 3421020 by Ben Marsh in Main branch]
2017-05-03 14:18:32 -04:00
if (Params.MapFile)
{
AdditionalArgs += " -mapfile";
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3496193) #lockdown Nick.Penwarden #rb none ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3385029 on 2017/04/07 by Chris.Babcock Remove unneeded BILLING permission for Android (it is added by enabling IAP) #jira UE-43583 #ue4 #android Change 3388541 on 2017/04/11 by Will.Fissler Removed "MacNoEditor" and "WindowsNoEditor" as target platforms in the StrategyTV.uproject. Change 3390026 on 2017/04/12 by Allan.Bentham Allow vertex texture reads on ES3.1 feature level #jira UE-43774 Change 3408788 on 2017/04/25 by Dmitriy.Dyomin Fixed: -iterativedeploy UAT option Change 3418253 on 2017/05/02 by Allan.Bentham Enable ICF linker option in android tool chain. #jira UEMOB-167 Change 3426789 on 2017/05/05 by Jonathan.Fitzpatrick #jira UE-43518 Fixed a missing cast to the proper game mode Change 3427859 on 2017/05/08 by Dmitriy.Dyomin Avoid creating unnecessary FUniqueObjectGuid in foliage (prevents package dirty on actor deletion) Change 3428842 on 2017/05/08 by Chris.Babcock Fix environment variable leakage in ant.bat patch (already in 4.16, didn't make the integration/merge) Fix Intermediate/Android/APK/src cleanup (already in 4.16, didn't make the integration/merge) #ue4 #android Change 3432096 on 2017/05/09 by Dmitriy.Dyomin Android LaunchOn improvements Change 3433937 on 2017/05/10 by Chris.Babcock Enable XGE on non-build machine #ue4 #android Change 3434556 on 2017/05/11 by Dmitriy.Dyomin Added mobile separate translucency #jira UEMOB-146 Change 3436664 on 2017/05/12 by Dmitriy.Dyomin Fixed: missing translucent objects on mobile, fallout from separate translucency Change 3437328 on 2017/05/12 by Allan.Bentham Add android versions of PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL Change 3446874 on 2017/05/18 by Chris.Babcock Change FGenericPlatformMemoryConstants and FGenericPlatformMemoryStats to use uint64 instead of SIZE_T to handle >4GB Android devices running in ARMv7 mode #jira #ue4 #android Change 3448354 on 2017/05/19 by Dmitriy.Dyomin Added: Support sRGB texture sampling on Android ES 3.1 and Vulkan #jira UEMOB-190 Change 3451129 on 2017/05/21 by Dmitriy.Dyomin Added project option to limit gpu skinning to 2 bone per vertex (Rendering Settings -> Optimizations -> Limit GPU skinning to 2 bones influence) #jira UEMOB-154 Change 3451131 on 2017/05/21 by Dmitriy.Dyomin Fixed: NavMesh streaming - stable tile addressing Change 3451141 on 2017/05/21 by Dmitriy.Dyomin Avoid drawing quads for clears on mobile Change 3453549 on 2017/05/23 by Dmitriy.Dyomin Fixed wrong memreport for STAT_TextureMemoryCube, STAT_PrecomputedLightVolumeMemory, STAT_ReflectionCaptureMemory Change 3458488 on 2017/05/25 by Dmitriy.Dyomin Added RenderDoc integration for Android Change 3458589 on 2017/05/25 by Dmitriy.Dyomin Fixed foliage occlusion culling after world origin was rebased Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rnx Change 3462166 on 2017/05/26 by Nick.Shin HTML5 - fix viewport after returning from fullscreen PR: https://github.com/Mozilla-Games/UnrealEngine/commit/113b9ea1045270a688405dc2d630059f56170f5b #jira UE-44419 HTML5 - View does not redraw properly after returning from Fullscreen #rn fix viewport after returning from fullscreen Change 3464093 on 2017/05/28 by Jack.Porter Fix for GenerateProjectFiles warnings #codereview: Nick.Shin Change 3465335 on 2017/05/30 by Nick.Shin HTML5LaunchHelper.exe - current working directory "/" check #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx Change 3465499 on 2017/05/30 by Nick.Shin HTML5 - TaskGraph crash fix & compiler fix when STATS disabled #jira UE-44811 Projects crash when launching onto Firefox 64-bit #rnx Change 3468295 on 2017/05/31 by Chris.Babcock Allow mediaplayer audio to be disable on Android #jira UE-45570 #ue4 #android Change 3469099 on 2017/06/01 by Dmitriy.Dyomin Fixing mobile separate translucency after merge Change 3470541 on 2017/06/01 by Chris.Babcock Fix Android.NewKeyboard behavior #jira UE-45612 #ue4 #android Change 3470576 on 2017/06/01 by Chris.Babcock Blacklist DefaultBloomKernel on mobile platforms (unneeded and takes 32MB) #jira UE-45548 #ue4 #android Change 3471583 on 2017/06/02 by Allan.Bentham #jira UEMOB-361 Add experimental mobile PIE with device preview launch option. Change 3471708 on 2017/06/02 by Allan.Bentham Fixes for no unity no pch CIS build. Add missing #includes Change 3474619 on 2017/06/05 by Chris.Babcock Add support for optional Gradle build system #jira UEMOB-229 #ue4 #android Change 3477357 on 2017/06/07 by Dmitriy.Dyomin Added GLES for RenderDoc capture on Android #contributed by Jimmy Lee (https://github.com/Oculus-VR/UnrealEngine/pull/7) Change 3477953 on 2017/06/07 by Nick.Shin HTML5 memory/executable size pass these fixes contains: + build shipping asmjs compressed files (remove serving non-compressed data file) + phsyx updated emscripten toolchain cmake config override (i.e. removed EPIC_BUILD_FLAGS match) + retired "/Script/BuildSettings.BuildSettings" config code + added better verbose feedback to print optimization levels during packaging #jira UEMOB-382 HTML5 memory/executable size pass #rn a lot of stability fixes Change 3479142 on 2017/06/07 by Chris.Babcock Update Clang version checks and handle 3.9 #jira UE-45812 #ue4 #android Change 3479416 on 2017/06/08 by Dmitriy.Dyomin Fixed UBT crash introduced in CL# 3477357 Change 3479425 on 2017/06/08 by Dmitriy.Dyomin Fixed: CustomDepth sampling outside of PP materials on Mobile #jira UE-44700 Change 3479600 on 2017/06/08 by Dmitriy.Dyomin Do "-skipdeploy" when packaging Change 3481938 on 2017/06/09 by Dmitriy.Dyomin Fixed: LG G6, Samsung Galaxy S8 Letter box issue #jira UE-45164 Change 3482725 on 2017/06/09 by Chris.Babcock Fix out of bounds access to iChild #jira none Change 3482735 on 2017/06/09 by Chris.Babcock Support for NDK14b and start of NDK15 support (Clang 5.0) #jira UEMOB-240 #ue4 #android Change 3484209 on 2017/06/11 by Dmitriy.Dyomin fixed warning introduced in CL# 3481938 Change 3484256 on 2017/06/11 by Dmitriy.Dyomin Fixed: HighresShot with 'Use Customdepth as mask' in Feature level ES2 (Android preview rendering level) leads to Engine crash #jira UE-43655 also requires content changes in CL# 3484255 Change 3484295 on 2017/06/12 by Dmitriy.Dyomin Fixed: Deferred Decals move with the camera in HTML5 #jira UE-45606 Change 3484748 on 2017/06/12 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU emulating ARM) #jira UE-45934 #ue4 #android Change 3484766 on 2017/06/12 by Chris.Babcock Add missing log message for UsingHoudini #jira UE-45934 #ue4 #android Change 3485762 on 2017/06/12 by Chris.Babcock Check in Gradle TPS #jira none #ue4 #android Change 3486596 on 2017/06/13 by Jack.Porter Fixed merge error Change 3487559 on 2017/06/13 by Peter.Sauerbrei disable bEnableREmoteNotifications in binary builds #jira UE-44156 Change 3487875 on 2017/06/13 by Peter.Sauerbrei make it so we don't crash if the device isn't paired #jira UE-38247 Change 3487949 on 2017/06/13 by Peter.Sauerbrei fix for casing of DotNET in several locations from PR#3112 (portaloffreedom and Madh93) #jira UE-40396 Change 3488155 on 2017/06/13 by Peter.Sauerbrei fix for intermediate being lower cased when we want mixed case, keeps commandline txt file lower cased (original PR#2939 from kosz78, modified from that change) #jira UE-38737 Change 3488428 on 2017/06/13 by Chris.Babcock Fix permissions on gradlew on Mac and Linux #jira UE-46002 #ue4 #android Change 3488735 on 2017/06/13 by Dmitriy.Dyomin Removed MDG note about crash on none-mali devices Change 3488961 on 2017/06/14 by Dmitriy.Dyomin Fixed: scene capture component was applying only default ShowFlags in game Change 3489162 on 2017/06/14 by Jack.Porter Removed checkbox "Deferred Rendering with Metal" on iOS. This feature is no longer supported and will be replaced by a Metal 2-based renderer. #jira UE-41766 Change 3489192 on 2017/06/14 by Peter.Sauerbrei hide 32-bit and OpenGL options for IOS #jira none Change 3489207 on 2017/06/14 by Peter.Sauerbrei make the MetalMRT setting hidden instead of removed Change 3489593 on 2017/06/14 by Jack.Porter Removed the Android_All cook flavor as it's deprecated in favor of Android_Multi #jira UE-45469 Change 3491385 on 2017/06/15 by Dmitriy.Dyomin Fixed: SM_FireFX Particle not rendering for various Android texture compressions #jira UE-46083 Change 3491402 on 2017/06/15 by Dmitriy.Dyomin Fixed: Static + CSM shadows cause a crash #jira UE-46091 Change 3493586 on 2017/06/15 by Chris.Babcock Remove extra > in AndroidManifest #jira UE-46134 #ue4 #android Change 3496193 on 2017/06/16 by Chris.Babcock Fix DeviceProfileManager setting in WEX #jira UE-46176 #ue4 #android [CL 3496903 by Peter Sauerbrei in Main branch]
2017-06-16 20:17:59 -04:00
if (Params.Deploy || Params.Package)
{
AdditionalArgs += " -skipdeploy"; // skip deploy step in UBT if we going to do it later anyway
}
if (Params.Distribution)
{
AdditionalArgs += " -distribution";
}
// Config overrides (-ini)
foreach (string ConfigOverrideParam in Params.ConfigOverrideParams)
{
AdditionalArgs += " -";
AdditionalArgs += ConfigOverrideParam;
}
// Setup cooked targets
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3436502) #lockdown Nick.Penwarden #rb none Change 3436405 on 2017/05/11 by Andrew.Grant Fix for client/server compile issue #!tests compiled #!rb none Change 3436160 on 2017/05/11 by Dan.Hertzka Merging CL 3418191 to Dev-General for game capture team - Fixes MasterPoseComponent not updating slave components when being animated by Sequencer #!rb none #!tests none Change 3436098 on 2017/05/11 by Andrew.Grant Skip LoadClass in FAnimBlueprintCompiler::PostCompileDiagnostics if no class is specified (fixes Failed to load Object warnings) Laurent - I'm assuming it's valid not to have a class here, if not let me know and I'll add an else() to issue a warning #!tests ran cooker and verified warnings are gone #!review-3436099 @Laurent.Delayen #!rb none Change 3435892 on 2017/05/11 by Ben.Salem Make timed out Gauntlet tests ignore Retry codes. Turn retry back on in HeroFunctionalTest as a result. #!rb clayton.langford #!tests Ran some functional character tests post change. Change 3435864 on 2017/05/11 by David.Ratti Fix for linux servers not adding all native tags properly due to static order of init differences. #!rb none #!tests compile Change 3435521 on 2017/05/11 by Daniel.Lamb Fixed the compile editor check box in launch build dialog. #!rb Ben.Marsh #!test Launch build paragon. Change 3435331 on 2017/05/11 by Frank.Fella Niagara - Stack - Add support for assigning locally defined handles to module inputs e.g. Physics.Force, also fix up some graph layout and wiring bugs. #!tests Can now override inputs to locally defined parameter handles like Physics.Force and can properly move up/down and delete those modules. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3435020 on 2017/05/11 by Laurent.Delayen Refactored AnimBP Post Compile Validation to be in its own class, in the AnimGraph module. So we can access UAnimGraphNodes for auditing. #!rb michael.noland #!codereview james.golding, thomas.sarkanen #!tests Hero AnimBP compile. Change 3434979 on 2017/05/11 by Daniel.Lamb Removed engine version cl from the inisettings check as it's unstable. #!rb Trivial #!test none Change 3434880 on 2017/05/11 by Alexis.Matte Add a base source folder to store more robust source file relative path in the asset to ease the re-import process #!jira UE-44858 #!rb matt.kuhlenschmidt #!tests run fbx automation tests Change 3434869 on 2017/05/11 by Mieszko.Zielinski A fix to BTDecorator_TimeLimit to make it work in tight loops #!UE4 #!codereview Lukasz.Furman #!test golden path #!rb none Change 3434224 on 2017/05/10 by Andrew.Grant Orion tests - Fix for case where a semi-responsive kit could continually be picked leading to a timeout. Better path structure for saving logs, and some error handling #!tests #!rb none Change 3434194 on 2017/05/10 by Andrew.Grant Merging 3434064 from //Orion/Release-40.1 to Release-40 (//Orion/Release-40) Make EDL match old linker wrt setting of RF_NeedPostLoadSubobjects on CDOs (only blueprint CDOs are loaded by the linker - so BP CDOs only). The Old Linker would try to set RF_NeedPostLoadSubobjects, but StaticAllocateObject would discard it and RF_NeedPostLoad, but then the older linker would later set RF_NeedPostLoad, but not RF_NeedPostLoadSubobjects. PostLoadSubobjects actually creates subobjects on the CDO so running that function would stomp overriden subobjects. #!jira OR-38085 #!rb Michael.Noland #!tests played solo vs ai as murdock, completed game and buttoned through summary screen Change 3434064 on 2017/05/10 by Dan.Oconnor Make EDL match old linker wrt setting of RF_NeedPostLoadSubobjects on CDOs (only blueprint CDOs are loaded by the linker - so BP CDOs only). The Old Linker would try to set RF_NeedPostLoadSubobjects, but StaticAllocateObject would discard it and RF_NeedPostLoad, but then the older linker would later set RF_NeedPostLoad, but not RF_NeedPostLoadSubobjects. PostLoadSubobjects actually creates subobjects on the CDO so running that function would stomp overriden subobjects. #!jira OR-38085 #!rb Michael.Noland #!fyi Gil.Gribb #!tests played solo vs ai as murdock, completed game and buttoned through summary screen Change 3433811 on 2017/05/10 by Ben.Salem Add 5 minute timeout into Queue For Lobby function in auto tests so we don't wind up with weird timeouts overnight. #!rb clayton.langford #!tests Ran a set of comparison tests and killed client multiple times Change 3433503 on 2017/05/10 by David.Ratti Add -noepicportal to gauntlet args #!rb Andrew.Grant #!tests gauntlet Change 3433291 on 2017/05/10 by Laurent.Delayen Added Alpha parameter to AimOffset anim nodes. #!rb none #!tests wukong #!codereview lina.halper Change 3433185 on 2017/05/10 by Shaun.Kime Added Get/SetValue functions for NiagaraBool types as well as an IsValid function. All access to the data should go through this path. #!rb none #!tests n/a Change 3433071 on 2017/05/10 by Shaun.Kime Trying to capture crash that occurs when working with modules due to timing of parameter view model rebuilds and draw calls for slate. Leaving some debug code in place should this change not completely protect against it. Modified the change handler for parameter map collections to correctly set the value variable. #!rb none #!codereview frank.fella #!tests n/a Change 3432919 on 2017/05/10 by David.Ratti temp logging for linux server tag mismatch problem #!rb none #!tests compile Change 3432758 on 2017/05/10 by Andrew.Grant Script fix from DanielL #!tests #!rb na Change 3432710 on 2017/05/10 by Shaun.Kime Now defaulting to Module. for new custom variables. #!rb none #!tests n/a Change 3432609 on 2017/05/10 by Andrew.Grant Fix from JohnN for many ability cancellation bugs #!rb Johh.Nielson #!review-3432610 @John.Nielson, @David.Ratti, @Laurant.Delayen #!tests na Change 3432541 on 2017/05/10 by Simon.Tovey Moved Niagara settings to plugins section. #!rb none #!tests none Change 3432151 on 2017/05/09 by Jeff.Williams Merging //Orion/Main to Release-40.1 (//Orion/Release-40.1) @3432138 #!rb none #!tests none Change 3432121 on 2017/05/09 by Jeff.Williams Initial branch of files from Release-40 (//Orion/Release-40) to Release-40.1 (//Orion/Release-40.1) Change 3431141 on 2017/05/09 by Alexis.Matte Make sure content browser import override use the re-import factory to override the asset instead of the import factory. #!rb none #!tests run fbx automation tests Change 3431127 on 2017/05/09 by Shaun.Kime Can now handle any arbitrary nesting of variable namespaces #!rb none #!codereview simon.tovey #!tests created an internal test that nests out multiple structs Change 3431124 on 2017/05/09 by Shaun.Kime Adding ability for graph to add in non-UNiagaraNodeEmitter & UNiagaraNodeInput values for System graph. #!rb none #!codereview simon.tovey #!tests n/a Change 3431043 on 2017/05/09 by David.Ratti Push the GE context down to the GC parameters for minimal replication cues. Fixes issues where EffectCauser ends up being the target of the cue instead of the source of the GE. #!rb none #!tests editor Change 3430861 on 2017/05/09 by Frank.Fella Niagara - Stack - Cleanup and fixes. + Fix undo to all stack edits. + When promoting module inputs to emitter inputs, copy the module input value. #!Tests Undo works correctly for moving up/down the stack, deleting/adding modules, and for all input edits. Promoting a module input to an emitter input preserves the value. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3430603 on 2017/05/09 by Shaun.Kime Commenting If node #!rb none #!tests n/a Change 3430538 on 2017/05/09 by Shaun.Kime Fixing prior checkin. We need for Niagara true and false to be explicitly -1 and 0 for the current implementation of the VM. More comments were added to this effect. #!rb none #!codereview frank.fella, simon.tovey #!tests labelled the SphereLocationBoolTrueAsParameter asset more exactly so that we can know what we are testing here Change 3430442 on 2017/05/09 by Shaun.Kime Sphere location asset #!rb none #!tests this is a test case for spawning on a sphere Change 3430438 on 2017/05/09 by Shaun.Kime Fixing bool conversion #!rb frank.fella #!tests SphereLocation asset Change 3429736 on 2017/05/08 by Olaf.Piesche More GPU sim work; dispatch now works properly, more work on read/write of data sets needed; parmeter binding, setting, unsetting, should all be good; also made shader debug output work for niagara shaders; CPU simulation should work as before, and while GPU doesn't do anything useful yet, we're at the point of running Niagara shaders on GPU over buffers defined by data sets now Recommend not setting an emitter to GPU sim for now :) #!rb none #!tests ran CPU sim on test assets; ran shader compile and GPU sim without crashes (but of course also without visible results) Change 3429390 on 2017/05/08 by Shaun.Kime Added a force compile on load global variable that assists if a file crashes on load due to a bad script compilation. #!rb none #!tests fixes Howitzer Change 3429368 on 2017/05/08 by Andrew.Grant Added more debugging info on module load failure #!tests compiled #!rb none Change 3429269 on 2017/05/08 by Andrew.Grant Made DLL error just a log. apparently there are a few of these... #!tests #!rb na Change 3428950 on 2017/05/08 by David.Ratti GameplayTags.PrintNetIndices command for tracking down gameplay tag error #!rb #!tests none Change 3428865 on 2017/05/08 by Shaun.Kime Fixing incorrect interpolation of primer tutorial content in interpolated spawning. We were not properly handling required, but not exposed input nodes. #!rb simon.tovey #!tests run primer tutorial in interpolated mode Change 3428647 on 2017/05/08 by Andrew.Grant Reverted argument to -test form #!rb #!tests none Change 3428633 on 2017/05/08 by Andrew.Grant Extra debugging info for DanB #!tests #!rb none Change 3428473 on 2017/05/08 by Andrew.Grant Tidied up structure of automation logs #!tests boot test locally #!rb none Change 3428226 on 2017/05/08 by Paul.Moore #!libWs - Explicitly track if the connection is open or not (so that IsConnected() returns true when the connection is closed but not yet destroyed). #!codereview rob.cannaday #!rb none #!tests matchmaking Change 3428011 on 2017/05/08 by Alexis.Matte fix fbx importer to allow animation sample rate greater then 30Hz #!jira UE-44685 #!rb matt.kuhlenschmidt #!tests none Change 3427502 on 2017/05/07 by Andrew.Grant Fixed bug with order of states in Gauntlet Made MallocLeakDetection compact periodically to reduce footprint for testkits OrionMemoryReport now limits tracking to memory >= 16kb to reduce footprint for testkits Fixed report error with missing file when running mempory report on a test build #!tests LoadTest, MemoryReport tests #!rb none Change 3427352 on 2017/05/06 by Andrew.Grant Bigly refactor of Orion native test framework into new "Gauntlet" plugin - All logic for creating test controllers, ticking them, and propgating events is now in GauntletModule - Orion initializes Gauntlet module at startup and passes necessary information to generate Frontend, Draft, Game states - States are now FName's so games can provide their own sets of state - OrionTestControllerBase now inherits from GauntletTestController - Test controllers are now passed as a -gauntlet argument to game (was -test) #!tests ran locally lots, preflighted with a full test pass #!rb none Change 3426807 on 2017/05/05 by Frank.Fella Niagara - Stack - Make the up, down, and delete buttons less obnoxious. #!tests the buttons are less obnoxious #!rb none Change 3426454 on 2017/05/05 by Andrew.Grant Fixed issue in Gauntlet when using a PS4 that has no name set #!rb none #!tests ran against PS4 with no name set Change 3426317 on 2017/05/05 by Frank.Gigliotti Added utility function to draw a 2D box to the debug canvas. #!Tests Drawing in ShowDebug screens #!RB None Change 3426047 on 2017/05/05 by Dan.Hertzka [OR-38289] - The DataAsset creation dialog now filters out classes with the HideDropDown class flag, so skins and variants can only be created via the right-click menu on the hero/skin they belong to, respectively #!rb Matt.Kuhlenschmidt #!tests Skin & SkinVariation item defs do not appear in the DataAsset creation dialog Change 3426025 on 2017/05/05 by Frank.Fella Niagara - Stack - Can now move and delete stack items. #!tests none #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3425913 on 2017/05/05 by Matt.Schembari Apparently I never actually compiled this? #!rb none #!tests compile Change 3425819 on 2017/05/05 by Matt.Schembari OR-36760: PS4 client can load with no visible cursor - Added logging per Darnell to help catch this issue. #!rb Nick.Darnell #!tests PIE with breakpoints #!CodeReview Andrew.Grant #!QAReview I've added more logging. The issue won't be fixed, but when you see it again, please attach the logs. I'm looking for lines like "Failed to load cursor" or "Attempting to add an invalid cursor class." Change 3425760 on 2017/05/05 by Shaun.Kime Follow up to previous fix. We weren't releasing delegates properly. #!rb none #!codereview frank.fella #!tests ran under normal usage for a while Change 3425623 on 2017/05/05 by Frank.Fella Niagara - Stack - Can now add modules #!tests Added modules, it worked. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3425250 on 2017/05/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #!tests #!rb none Change 3425196 on 2017/05/05 by Shaun.Kime Being more diligent about cleaning up delegate bindings in destructors as I have been getting a periodic crash when objects are gc'ed. #!rb none #!tests ran with changes for a bit #!codereview frank.fella Change 3425184 on 2017/05/05 by Shaun.Kime Fixing missing GC reference to the stack view model (which is a UObject) #!rb frank.fella #!tests ran over time with GC.CollectGarbageEveryFrame 1 Change 3425036 on 2017/05/05 by Simon.Tovey Fix for bad constant table generation. Cause by confliting names between bool and int constants. #!tests works #!rb none #!codereview Shaun.Kime Change 3424539 on 2017/05/04 by Andrew.Grant Another two quick patchups... #!tests compiled Win64 editor #!rb none Change 3424535 on 2017/05/04 by Frank.Fella Niagara - Stack UI updates + Input remapping drop-down menu now works. + Graph is auto-arranged after being mangled by the stack. #!tests graph appears to update correction when remapping through the stack. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3424514 on 2017/05/04 by Andrew.Grant Compilation fixes for some files that were accidentally checked in! #!tests compiled PS4 #!rb none Change 3424455 on 2017/05/04 by Andrew.Grant Moved a lot of Orion test controller code to "Gauntlet" plugin #!tests compiled Win64 Editor & PS4 #!rb none Change 3424433 on 2017/05/04 by Shaun.Kime Added simple sub uv example based on https://wiki.unrealengine.com/SubUV_Particle_(Tutorial) #!rb none #!tests n/a Change 3424215 on 2017/05/04 by Shaun.Kime Adding map when no particles or system parameters are used. #!rb none #!tests Sparks.uasset Change 3423924 on 2017/05/04 by Shaun.Kime Preventing crash when no parameter map is wired into graph #!rb none #!tests broke graph wiring mid-graph. crashed before this change. Change 3423803 on 2017/05/04 by Shaun.Kime Adding tooltips on stack items so that you can get more insight into what they do. #!rb none #!tests n/a #!codereview frank.fella Change 3423795 on 2017/05/04 by David.Ratti Fix GE mod data not being passed through properly #!rb none #!tests editor pie #!codereview Aaron.Eady Change 3423688 on 2017/05/04 by Shaun.Kime Fixing crash on exit bug #!rb none #!codereview frank.fella #!tests n/a Change 3423341 on 2017/05/04 by Shaun.Kime Adding ability to not have to type in the known variables for the graph in Get/Set nodes. #!rb none #!tests n/a Change 3423340 on 2017/05/04 by Frank.Fella Niagara - Initial stack UI implementation. Lots of stuff still doesn't work, but I wanted to get up latest and get what I have in to avoid a single monolithic check-in. #!tests none #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3423040 on 2017/05/04 by Jeff.Williams Clearing up Robomerge Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) @3422721, @3422721 #!rb none #!tests none Change 3422746 on 2017/05/04 by jon.lietz - adding back in the depricated warning forAssignSetByCallerMagnitude() need, to use AssignTagSetByCallerMagnitude() now - marked SetFilterSetByCallerMagnitude() as deprecated, need to use SetFilterTagSetByCallerMagnitude() now - set SplitGameplayEffectSpecBetweenActors and SplitGameplayEffectSpecBetweenTargetData to deprecated, need to use TagSplitGameplayEffectSpecBetweenActors and TagSplitGameplayEffectSpecBetweenTargetData now - cleaned up all code to use the tag verison of set by caller, and fixed up what data I could some was checked out and will need to be fixed by design. #!rb none #!test compiles and played a bit in monolith #!lockdown Billy.Rivers #!ROBOMERGE-SOURCE: CL 3422721 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) #!ROBOMERGE-SAYS: Unresolved conflicts. jon.lietz, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Content/Blueprints/OrionAbilityMacros.uasset #!CodeReview: jon.lietz, jason.bestimt, andrew.grant, jeff.williams Change 3422721 on 2017/05/04 by Jon.Lietz - adding back in the depricated warning forAssignSetByCallerMagnitude() need, to use AssignTagSetByCallerMagnitude() now - marked SetFilterSetByCallerMagnitude() as deprecated, need to use SetFilterTagSetByCallerMagnitude() now - set SplitGameplayEffectSpecBetweenActors and SplitGameplayEffectSpecBetweenTargetData to deprecated, need to use TagSplitGameplayEffectSpecBetweenActors and TagSplitGameplayEffectSpecBetweenTargetData now - cleaned up all code to use the tag verison of set by caller, and fixed up what data I could some was checked out and will need to be fixed by design. #!rb none #!test compiles and played a bit in monolith #!lockdown Billy.Rivers Change 3422412 on 2017/05/03 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb na Change 3422407 on 2017/05/03 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #!tests #!rb none Change 3422281 on 2017/05/03 by Shaun.Kime Moving default assets into NiagaraTestbed #!lockdown Andrew.Bains #!rb none #!tests n/a Change 3422241 on 2017/05/03 by Shaun.Kime Now synchronizing data interfaces using the same rules as parameters #!rb none #!codereview frank.fella #!tests TestDataInterfaceEffect overrides curves from TestDataInterfaceParameterMap Change 3422095 on 2017/05/03 by Shaun.Kime Rewrote logic for non-parameter mapped emitters to put their data into parameter map format. This has the advantage of cleaning up the code substantially for interpoloated spawning. Added interpolated spawning to parameter maps. #!rb none #!codereview simon.tovey, frank.fella, olaf.piesche #!tests opened an recompiled all known effects and emitters in both interpolated spawn and regular spawn Change 3421829 on 2017/05/03 by Simon.Tovey Removed stats tracking for operations and placed it behind a CVar should someone want to disable it entirely. Should probably cook them out too. #!tests none #!rb none Change 3421597 on 2017/05/03 by Andrew.Grant Fix for shipping build compilation issue #!tests #!rb none Change 3421481 on 2017/05/03 by Andrew.Grant Leak reporter tweaks - now pass desired reports in as arguments #!tests ran LeakCheck #!rb none Change 3421451 on 2017/05/03 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb na Change 3421299 on 2017/05/03 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #!tests #!rb na Change 3421295 on 2017/05/03 by Andrew.Grant Merging 39.5 changes through //Orion/Main to Release-40 (//Orion/Release-40) #!tests #!rb na Change 3421273 on 2017/05/03 by Andrew.Grant Improvements to leak detection and Orion memory tests - Moved most leak reporting out of MallocLeakDetection allocator and into MallocLeakReporter - MallocLeakReporter supports mallocleak.start / mallocleak.stop with optional reporting times - Simplified orion-side memory reporting - Now always add DebugOutputDevice when logging is enabled #!tests loats and lots of soaking #!rb send CR to Core-Team Change 3421248 on 2017/05/03 by Andrew.Grant Merging fixes from //Orion/Release-39.5 to Main (//Orion/Main) #!tests #!rb na Change 3420862 on 2017/05/03 by Simon.Tovey Missing files #!rb none #!tests none Change 3420851 on 2017/05/03 by Simon.Tovey Reworked compilation of internal constants to avoid dependancy between ShaderFormatVectorVM and Niagara. #!rb none #!tests stuff works #!codereview Shaun.Kime, Frank.Fella, Olaf.Pieche Change 3420817 on 2017/05/03 by Laurent.Delayen Integrated CL#! 3418811 from UE4/Dev-Framework Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games #!codereview ben.zeigler #!rb ben.zeigler #!tests wukong PIE Change 3420393 on 2017/05/03 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3420383 on 2017/05/03 by Andrew.Grant Merging down from Release-40 to unblock Robomerge #!tests #!rb na Change 3420369 on 2017/05/03 by Andrew.Grant Workaround for issue seen when working on BP_DamageNumberManager #!tests compiled #!rb Dan.Oconner #!ROBOMERGE: Main, DG, DUI Change 3420357 on 2017/05/03 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3419928 on 2017/05/02 by Olaf.Piesche More GPU sim updates; some additional shader map tweaks, added a dispatch queue to the render module, binding and dispatching if sim target is GPU (GPU sim is not working yet though!); also shoulld fix some existing compile issues; CPU sim and other current functionality should be unaffected by this commit. #!rb none #!tests compiled, ran editor, opened test effect Change 3419751 on 2017/05/02 by Zak.Middleton #!ue4-orion - Remove unused function FPhysicsFilterBuilder::SetExtraFiltering(). It was also incorrect. #!codereview Ori.Cohen #!rb none #!tests compiled, launched editor Change 3419683 on 2017/05/02 by Andrew.Grant Temporarily removing depreciation flag #!codereview @David.Ratti #!tests #!rb none Change 3419594 on 2017/05/02 by Shaun.Kime Fixing interpolated spawning's base algorithm wrt timing. Parameter maps to come. When you spawn, the delta time is zero (shouldn't be used anyway) and the values are interpolated based on the in-between of the last frame and current frame when the particle spawns. When you update that first frame, the delta time is the time from the tween to the current frame and the parameter values are the current frame's values. Tried to convert UNiagaraScript::Usage to be an accessor to better trap when we were setting the type away from interpolating scripts. Converted most cases over, but kept it public due to the accessors for asset browsing. Removed GetCompanionUpdate/Spawn script as they are no longer used. Also making sure that the script and other parameters are properly duplicated for event graphs. #!rb none #!test InterpolatedSpawnTestCircle and InterpolatedSpawnTestLine #!codereview simon.tovey Change 3419568 on 2017/05/02 by Laurent.Delayen OR-37965 Fixed first frame AnimNotifies in a Montage getting skipped for SimulatedProxies, due to NotifyWeight being uninitialized and Montage's weight not being updated to meet notify weight threshold. #!rb none #!tests Kallari double jump networked. Change 3419513 on 2017/05/02 by Shaun.Kime Encountered div by zero. #!rb none #!tests none #!codereview olaf.piesche Change 3419184 on 2017/05/02 by Jeff.Williams Converting <utf8> to <text>. Stripping BOM #!rb none #!tests none Change 3418731 on 2017/05/02 by Zak.Middleton #!orion - Add 2 more bits to collision MaskFilter. Added TeamBlueBarrier and TeamRedBarrier. Add SetTeamBarrierCollision() function to OrionBlueprintLibrary for setting collision on pieces spawned by abilities. Not yet hooked up to Dekker's ult, though in testing it does work (waiting to hear feedback on some details there). #!rb Frank.Gigliotti #!tests PIE multiplayer. Change 3418581 on 2017/05/02 by Mieszko.Zielinski A set of small AI API extensions, in preparation for the Bot Playbook submission #!Orion #!test compilation #!rb none Change 3417896 on 2017/05/02 by David.Ratti Unshelved from pending changelist '3417884': Integrate keyword system. This is Events, Qualifiers, and GameplayStats. (Item and ItemProperty keywords remain in Dev-UI). Note this has a few content warnings on startup. Will submit spot fixes after the integrate. #!rb none #!tests compile, editor, pie, cook #!ROBOMERGE-SOURCE: CL 3417883 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) #!ROBOMERGE-SAYS: Unresolved conflicts. david.ratti, please merge this change by hand. //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionEditor/OrionUnrealEdEngine.cpp #!CodeReview: david.ratti, jason.bestimt, andrew.grant, jeff.williams Change 3417883 on 2017/05/02 by David.Ratti Integrate keyword system. This is Events, Qualifiers, and GameplayStats. (Item and ItemProperty keywords remain in Dev-UI). Note this has a few content warnings on startup. Will submit spot fixes after the integrate. #!rb none #!tests compile, editor, pie, cook Change 3416622 on 2017/05/01 by Andrew.Grant Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) #!tests #!rb na Change 3416463 on 2017/05/01 by Ben.Salem Merging //Orion/Dev-General to Release-40 (//Orion/Release-40) #!rb #!tests na Change 3416291 on 2017/05/01 by Ben.Salem Don't send out report mail for skills/smokes if there's nothing to send out. This prevents us from getting spammed to oblivion as tests roll into new branches. #!rb none #!tests compiled Change 3416214 on 2017/05/01 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb na Change 3416131 on 2017/05/01 by Mieszko.Zielinski Made EQSDebugger store query tick data only if there has been any work done for that specific query #!UE4 #!test golden path #!rb Lukasz.Furman Change 3416044 on 2017/05/01 by Andrew.Grant Missed file needed by previous change #!tests #!rb na Change 3416043 on 2017/05/01 by Jon.Lietz seperating out the FName and FGameplayTag for the SetByCallerMagnitude() into two functions so the FName version can be marked as depricated and gives us a clean path at removing the Data and Functions with engine version 4.17 #!rb none #!tests compiles and played in the box map #!codereview David.Ratti Billy.Bramer Fred.Kimberley Change 3416042 on 2017/05/01 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb na Change 3416020 on 2017/05/01 by David.Ratti non unity fix remove unused function I added to TOptional #!rb #!tests none Change 3415996 on 2017/05/01 by Andrew.Grant Adds a new delegate 'OnMemoryTrim' that is called as a request for systems to free up any temporary or high-watermark memory they may be holding. UEngine::TrimMemory calls this delegate after flushing rendering. By default this is called during LoadMap, but can be called at other times if necessary (and the cost can be afforded). Added OnMemoryTrim handlers to the following - GarbageCollector reference pools: The count and size of these pools can grow significantly based on content and user patterns. Soaking games of Paragon they rarely exceed 4MB, but in the frontend been seen at ~10MB. Additionally the size of pool elements can trend upwards overtime based the section of objects they are assigned to. ParticleGpuSimulation: The classes here grow based on content usage PhysLevel: PhysX resources are normally cleaned up one frame after their owning UObject's are destroyed. Calling this via "Trim" collects that memory immediately which benefits reports that are generated immediately afterwards. #!tests soaked Paragon on PS4, lots #!rb set to Core-Team alias as CR Change 3415952 on 2017/05/01 by Andrew.Grant Utility class and COUNT_INSTANCES macro that allows manual tracking of non-UObject instances to diagnose behaviors #!tests lots of soaking #!rb DanL Change 3415778 on 2017/05/01 by Gil.Gribb Test change, nothing actually changed. #!rb none #!tests none Change 3415448 on 2017/04/30 by Andrew.Grant Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) #!tests ShortSOloGame #!rb none Change 3415430 on 2017/04/30 by Andrew.Grant Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) #!tests #!rb na Change 3415298 on 2017/04/29 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3415269 on 2017/04/29 by Andrew.Grant Merging //Orion/Main to Release-40 (//Orion/Release-40) #!tests #!rb none Change 3415264 on 2017/04/29 by Andrew.Grant Copying //Orion/Dev-REGS to Main (//Orion/Main) #!tests #!rb none Change 3415263 on 2017/04/29 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) #!tests #!rb none Change 3415226 on 2017/04/29 by Andrew.Grant Copying //Orion/Dev-General to Main (//Orion/Main) #!tests #!rb none Change 3414890 on 2017/04/28 by Olaf.Piesche -Bit more cleanup -Added a UniqueID to UNiagaraScript to distinguish spawn and update scripts coming from the same source; this is regenerated everytime ChangeID is updated -Changed synchronizing IDs to a set instead of passing guid reference to be overwritten to the source guid owner in order to make the above work -Encapsulating the most frequently used members of UNiagaraScript for better debugability #!rb none #!tests compiled and ran Change 3414784 on 2017/04/28 by Mieszko.Zielinski Fixed EQS manager needlessly using up all its time budget if it manages to finish all active queries and there are some queries that are marked as finished due to being aborted before the EnvQueryManager::Tick call #!UE4 Added stats to EQSDebugger for debugging purposes, but since that's what helped me nail down the bug I've left them in. #!test golden path #!rb none #!codereview Lukasz.Furman, John.Abercrombie Change 3414740 on 2017/04/28 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) #!tests #!rb na Change 3414691 on 2017/04/28 by Andrew.Grant Copying //Orion/Dev-General to Main (//Orion/Main) #!tests #!rb none Change 3414665 on 2017/04/28 by Zak.Middleton #!ue4-orion - Clean up collision FMaskFilter usage to be able to cleanly change the number of bits it uses. Current value unchanged, this is a baseline for bumping it up next. #!rb Ori.Cohen #!tests AITest multiplayer Change 3414499 on 2017/04/28 by Shaun.Kime Now forcing spawn scripts to write default values to their attributes in main rather than call an input function whose results were bogus. #!rb none #!codereview simon.tovey #!tests ran on multiple existing scripts to ensure proper output Change 3414332 on 2017/04/28 by Shaun.Kime Now function calls have their own internal name that we use when doing aliasing. This is important as it allows us to deterministically address a node irrespective of traversal ordering. #!rb none #!codereview frank.fella #!tests n/a Change 3414231 on 2017/04/28 by Jeff.Williams Initial branch of files from Main (//Orion/Main) to Release-40 (//Orion/Release-40) Change 3414055 on 2017/04/28 by Shaun.Kime Now that emitter scripts compile event scripts, we no longer need to compile standalone when Applying. #!rb none #!tests found crash when updating a collision event script due to incorrect usage of standalone compile. Change 3414049 on 2017/04/28 by Shaun.Kime Added simple IsEventScript accessor. #!rb none #!tests n/a Change 3414046 on 2017/04/28 by Shaun.Kime Added function to convert a SYS_* macro value into its parameter map form. #!rb none #!tests integrated into later changelist and ran over several scripts Change 3413618 on 2017/04/28 by Ben.Salem Add skins to smoke test, and fix big camp locations. #!rb adric.worley #!tests Ran a smoke test with Muriel, generated a report. Change 3413106 on 2017/04/27 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) (contains latest code from Dev-Gen) #!tests preflighted #!rb none Change 3412911 on 2017/04/27 by Andrew.Grant Copying //Orion/Dev-General to Main (//Orion/Main) ahead of v40 #!tests #!rb none Change 3412528 on 2017/04/27 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3411879 on 2017/04/27 by Chris.Bunner Shader typo fix. #!rb None #!tests Loaded multiple heroes and assets Change 3411689 on 2017/04/27 by David.Ratti Refresh data table view and select new row when adding new gameplay tags to the keyword data tables #!rb Jamie.Dale #!tests editor Change 3411680 on 2017/04/27 by Simon.Tovey Restoring the set of NumUserPtrs that was lost somewhere along the way. #!rb none #!tests none #!codereivew Olaf.Piesche Change 3411177 on 2017/04/27 by Chris.Bunner Fixed missing shader variable initialization. #!rb None Change 3410880 on 2017/04/27 by Simon.Tovey Fixed a few bugs in yesterday's checkins. - HLSL ordering of int/float register indices was incorrect. - Mistakenly left a start index on the new accessor classes ctors and an implicit convert to bool caused some iterators to access the current frame data when trying to access the previous. #!rb none #!tests no crash, collision works(mostly) #!codereview Shaun.Kime Change 3410088 on 2017/04/26 by Shaun.Kime Getting basic interpolated spawn back to compiling in scripts. #!rb none #!tests n/a Change 3409935 on 2017/04/26 by Ben.Salem Add nightly Skill Changes report to the Deep Tests list to generate a list of all changes made per day in a branch. Also, separate solo smoke report node from dependencies on all other tests running so we can get smoke reports more rapidly. #!rb brad.angelcyk #!tests Ran preflight of new node successfully. Change 3409724 on 2017/04/26 by Shaun.Kime Current state of collision detection: Collision is spotty, but seems to work. Will often get a crash in\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraEmitterInstance.cpp(905) with an invalid Index value, leading the counts to be off. Get a crash in MovePush_Pusher in writing an integer. #!rb none #!tests n/a Change 3409340 on 2017/04/26 by Shaun.Kime Working on getting events back up and running. This represents a stable loading path as well s sample assets that don't yet work. #!rb none #!tests n/a Change 3409271 on 2017/04/26 by Simon.Tovey Changed data set iterators to be more explicitly accessors that can read at any index. Implemented replacement template iterator on top of these to so we can avoid modifying all existing uses of the iterator classes. #!rb none #!tests simulation and rendering work. #!codereview Olaf.Piesche, Shaun.Kime, Frank.Fella Change 3409205 on 2017/04/26 by Andrew.Grant Removed accidentally added NetLog messages #!tests #!rb none Change 3409191 on 2017/04/26 by Simon.Tovey Modified dataset layout and updated hlsl generation. Now keeping float and int data separate as it's simpler and will be better for feeding GPU. #!rb none #!tests sims still work #!codereview Olaf.Piesche, Shaun.Kime, Frank.Fella Change 3408858 on 2017/04/25 by Jeff.Williams Initial branch of files from Release-39.4 (//Orion/Release-39.4) to Release-39.5 (//Orion/Release-39.5) Change 3408617 on 2017/04/25 by Olaf.Piesche Bit of cleanup and a few small fixes #!rb none #!tests none Change 3408425 on 2017/04/25 by Olaf.Piesche Niagara plugin side implementation of shader compiling manager; various bug fixes to the translator and shader code This should make the process of generating HLSL from a Niagara script, compiling it to a compute shader, sticking it in a shader map, as well as serializing to and from DDC, work. Probably has various small residual problems that we'll shake out over the next few days. #!codereview simon.tovey #!codereview frank.fella #!codereview shaun.kime #!rb none #!tests compiled Shaun's test Niagara rebuild of Hyperbreach's grenade explosion Change 3408154 on 2017/04/25 by Ben.Salem Extend timeout on skill test as more characters come online. #!rb none #!tests compiled Change 3408077 on 2017/04/25 by Ben.Salem Adding a nightly Skill Change report node to pick up all ability changes that may have intentionally and unintentionally cropped up the night before for use in maintaining automated tests and maybe eventually for helping out QA. #!rb Brad.Angelcyk, Clayton.Langford #!tests Generated a few reports. Change 3407912 on 2017/04/25 by Shaun.Kime Fixing crash bug when using multiple renderers for an emitter. Adding in example. #!rb none #!tests created example Change 3407873 on 2017/04/25 by Shaun.Kime NormalizedAge is now what we previously referred to as Age. Age is also output, but it is in seconds. Modifed the Renderers to go through their Properties objects for GetRequiredAttributes. This allows us to make it a compile error if the script doesn't have the attributes required by the renderer. #!rb none #!tests updated all checked in assets #!lockdown Andrew.Bains Change 3407661 on 2017/04/25 by Rob.Cannaday Libwebsocket logging from Fortnite CLs 3377318, 3380860 #!rb james.hopkin #!tests mms matchmaking beginning Change 3407657 on 2017/04/25 by Rob.Cannaday libwebsocket updates from Fortnite CL 3380852 Includes client crash fix, increased log verbosity, and removes x64 libwebsockets directory. #!rb james.hopkin #!tests mms matchmaking beginning Change 3407596 on 2017/04/25 by Laurent.Delayen Added hooks in AnimBlueprintCompiler to perform Post Compile Validation in an AnimInstance subclass. Also added virtual function to opt in for warnings when nodes are not using Fast Path. #!codereview michael.noland, james.golding, thomas.sarkanen #!rb thomas.sarkanen #!tests Orion HeroAnimInstance Change 3407480 on 2017/04/25 by Jon.Lietz fixing logic error that would still use the FName even once a tag was defined, check to see if we have a tag first and if not THEN use the FName #!rb none #!tests apply a GE that has a FName and Tag SetByCaller defined Change 3407385 on 2017/04/25 by Laurent.Delayen If an AnimBP has warnings or errors, force opening Compiler Results Window, and recompile to display results. #!codereview michael.noland, thomas.sarkanen #!rb thomas.sarkanen #!tests revernant's AnimBP in editor Change 3407328 on 2017/04/25 by Andrew.Grant Added comment to FTicker about DeltaTime arg #!tests #!rb na Change 3407325 on 2017/04/25 by Shaun.Kime We now have moved the Material parameter onto the NiagaraRenderer objects. There can now be multiple NiagaraRenderer objects per emitter. This has not been well tested. There can now be multiple Event scripts per emitter. This has not been well tested. #!rb none #!tests converted default assets as well as the howitzer test asset #!lockdown Andrew.Bains Change 3407152 on 2017/04/25 by Andrew.Grant Locked v39.3 builds to network version 3404004 #!tests #!rb na #!ROBOMERGE: !39.4 Change 3406265 on 2017/04/24 by Gates.Aldridge Updated Gem Trees and New Content. For list of all Gem trees visit this link: https://docs.google.com/a/epicgames.com/spreadsheets/d/1UA0Tin_eQ-SQKR-4hFicN51S08MXbWCBYRW_dQ6VevU/edit?usp=sharing #!tests PIE #!codereview billy.rivers, colin.fogle Change 3405946 on 2017/04/24 by Shaun.Kime Rename/move file(s) #!rb none #!tests n/a Change 3405914 on 2017/04/24 by Shaun.Kime Refactoring due to renamings. Most functionality is back up, but additional renames have been requested that will occur in a later changelist. #!rb none #!tests opened exisiting emitters and made sure that they worked after recompile. Change 3405760 on 2017/04/24 by Shaun.Kime Moving shader file #!rb none #!tests n/a Change 3405547 on 2017/04/24 by Shaun.Kime Rename/move file(s) #!rb none #!tests n/a Change 3405537 on 2017/04/24 by Shaun.Kime Rename/move file(s) #!rb none #!tests n/a Change 3405530 on 2017/04/24 by Shaun.Kime Rename/move file(s) #!rb none #!tests n/a Change 3405500 on 2017/04/24 by Shaun.Kime DO NOT SYNC Further renamings #!rb none #!tests n/a Change 3405473 on 2017/04/24 by Shaun.Kime DO NOT SYNC Rename/move file(s) stage 1, physical file movement #!rb none #!tests n/a Change 3404829 on 2017/04/22 by David.Ratti #!rb #!tests missed file Change 3404805 on 2017/04/22 by David.Ratti Added FGameplayTagCreationWidgetHelper. This will add a 'create new gameplay tag' widget in whatever struct it is put in. Added these to all of the keyword types. This makes it easier to add new keywords from within the keyword data table. Minor changes to GameplayTagWidget to support auto expanded and default strings when creating new tags. #!rb none #!tests editor #!codereview Jon.Lietz Change 3404235 on 2017/04/21 by Shaun.Kime Now updating the graph properly to match Module or Function depending on the state of the details panel. #!rb none #!tests n/a Change 3404205 on 2017/04/21 by Wes.Hunt Added PlaylistName to PlayerContextLocationPerMinute (empty if not in Match). Other changes: * FAnalyticsEventAttribute now uses Lex::ToString() to convert the key name. * removed !PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS code. * Added AppendAnalyticsEventAttributeArray to efficiently append to an existing array. * Added a Lex::ToString conversion for EGenericAnalyticParam::Type #!rb josh.markiewicz #!tests build PC/PS4/Editor run solo match and check heartbeat values. Change 3404059 on 2017/04/21 by Shaun.Kime Adding back in the default pin for optional, exposed function inputs. #!rb none #!tests n/a #!codereview simon.tovey Change 3403939 on 2017/04/21 by Frank.Fella Niagara - Loop fixes + Reset bursts on loop. + Fix off by 1 error when looping. #!rb none #!tests bursts now fire correctly every loop, and emitters now loop the number of times specified. Change 3403935 on 2017/04/21 by Frank.Fella Niagara - Make in editor sequencer time update code more correct and easier to follow #!rb none #!tests auto-loop only happens when playing now. Change 3403899 on 2017/04/21 by Jon.Lietz cook fix #!rb none #!tests compiles #!codereview dave.ratti Change 3403787 on 2017/04/21 by Ben.Salem Increase timeout for FXTest node #!rb none #!tests none Change 3403760 on 2017/04/21 by David.Ratti Downgrade fatal to error temporarily (?) #!rb #!tests cook Change 3403452 on 2017/04/21 by Shaun.Kime Tweaking some checks and getting rid of stale files. #!rb none #!tests n/a Change 3403400 on 2017/04/21 by Shaun.Kime Moving Niagara assets to the FX asset category #!rb none #!tests ran app and created asset types #!codereview simon.tovey, frank.fella, olaf.piesche Change 3403392 on 2017/04/21 by David.Ratti Deprecated FOnGameplayAttributeChange delegate in favor of FOnGameplayAttributeValueChange which returns a structure for payload data. The structure is for better future proofing. The data that actually changed is that now the previous value of the attribute is included in the callback. RegisterGameplayAttributeEvent is replaced with GetGameplayAttributeValueChangeDelegate. The former is now deprecated (4.17) but will still work. (unrelated, also broke out function that gathers attribute uproperties to static func FGameplayAttribute::GetAllAttributeProperties [was previously embedded in details cust code]) #!rb Jon.Lietz #!tests Pie, editor #!codereview Billy.Bramer, Fred.Kimberley Change 3403093 on 2017/04/20 by Shaun.Kime You can now set default values for parameter map entries. These default values will be applied for the module if nothing overrides them from the outside. #!rb none #!tests ran all existing assets Change 3403079 on 2017/04/20 by Andrew.Grant Renamed OrionTestFramework to Gauntlet and moved under Engine automation (currenty NotForLicensees). Updated namespaces and filenames to match new project name Added RunFortTests with simple BootTest example (tested and verified this works). #!tests ran locally, preflighted #!rb none #!gulp Change 3402958 on 2017/04/20 by Shaun.Kime Making standalone modules compile with data interfaces. Fixing comments. Updating test assets now that they compile in-place. #!rb none #!tests n/a #!lockdown Andrew.Bains Change 3402867 on 2017/04/20 by Paul.Moore [MatchMaking] - Fixed Lws wrapper detection of when a connection close is initiated by the client + other misc cleanup. #!review-3402868 @tyler.cole @rob.cannaday #!rb none #!tests matchmaking Change 3402846 on 2017/04/20 by Shaun.Kime Echoing the error message log so that it can be properly shown in the UI for HLSL translation. #!rb none #!tests n/a Change 3402788 on 2017/04/20 by Laurent.Delayen Click a Hyperlinked Asset in a log window will now attempt to open the editor for it. #!rb michael.noland #!tests new AnimBP validation warnings Change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges. Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame. #!rb Martin.Wilson #!jira OR-37697 #!tests PIE OrionEntry with 2 clients to check LOD transitions [REVIEW] Andrew.Grant #!ROBOMERGE-SOURCE: CL 3401784 in //Orion/Release-39.3/... via CL 3401787 via CL 3402125 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges. Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame. #!rb Martin.Wilson #!jira OR-37697 #!tests PIE OrionEntry with 2 clients to check LOD transitions [REVIEW] Andrew.Grant #!ROBOMERGE-SOURCE: CL 3401784 in //Orion/Release-39.3/... via CL 3401787 via CL 3402125 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges. Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame. #!rb Martin.Wilson #!jira OR-37697 #!tests PIE OrionEntry with 2 clients to check LOD transitions [REVIEW] Andrew.Grant #!ROBOMERGE-SOURCE: CL 3401784 in //Orion/Release-39.3/... via CL 3401787 via CL 3402125 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Changed check to ensure for v39.3 release #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3400956 in //Orion/Release-39.3/... via CL 3400957 via CL 3401972 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Changed check to ensure for v39.3 release #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3400956 in //Orion/Release-39.3/... via CL 3400957 via CL 3401972 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Changed check to ensure for v39.3 release #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3400956 in //Orion/Release-39.3/... via CL 3400957 via CL 3401972 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3402354 on 2017/04/20 by Shaun.Kime Adding support for DataInterfaces to parameter maps. #!rb none #!tests opened all test files and recompiled Change 3402350 on 2017/04/20 by Simon.Tovey Removing some validation that vm compiler is failing currently to bypass issues for others. #!test works #!rb none #!codereview Shaun.Kime Change 3402233 on 2017/04/20 by Simon.Tovey Bringing 3402222 from dev-render to dev-general #!rb Marcus.Wassmer #!tests Fixes issue on PS4 Change 3402213 on 2017/04/20 by Daniel.Lamb Added support for using precompiled exe when running shared cooked builds. Updated UI to support this feature. #!rb Andrew.Grant, Ben.Marsh #!test Shared cooked builds paragon Change 3402153 on 2017/04/20 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges. Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame. #!rb Martin.Wilson #!jira OR-37697 #!tests PIE OrionEntry with 2 clients to check LOD transitions [REVIEW] Andrew.Grant #!ROBOMERGE-SOURCE: CL 3401784 in //Orion/Release-39.3/... via CL 3401787 #!ROBOMERGE-BOT: ORION (Release-39.4 -> Main) Change 3402081 on 2017/04/20 by Andrew.Grant Workaround for crash where FRepLayout items were being GC'd during (but before) the NetDriver shutdown. We now explicitly clear out the references in our Shutdown() call that occurs prior to being GC'd. #!tests no longer crashing when returning to main menu after tutorial #!rb na #!review-3402082 @Ryan.Gerleve Change 3402006 on 2017/04/20 by Olaf.Piesche Fixing serialization problem; need to use FArchive custom version in Serialize, not the Linker's #!codereview shaun.kime #!codereview simon.tovey #!rb daniel.lamb #!tests loaded and saved problematic assets Changed check to ensure for v39.3 release #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3400956 in //Orion/Release-39.3/... via CL 3400957 #!ROBOMERGE-BOT: ORION (Release-39.4 -> Main) Change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges. Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame. #!rb Martin.Wilson #!jira OR-37697 #!tests PIE OrionEntry with 2 clients to check LOD transitions [REVIEW] Andrew.Grant #!ROBOMERGE-SOURCE: CL 3401784 in //Orion/Release-39.3/... #!ROBOMERGE-BOT: ORION (Release-39.3 -> Release-39.4) Change 3401784 on 2017/04/20 by Benn.Gallagher Duplicating change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges. Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame. #!rb Martin.Wilson #!jira OR-37697 #!tests PIE OrionEntry with 2 clients to check LOD transitions #!review Andrew.Grant Changed check to ensure for v39.3 release #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3400956 in //Orion/Release-39.3/... #!ROBOMERGE-BOT: ORION (Release-39.3 -> Release-39.4) Change 3400956 on 2017/04/19 by Andrew.Grant Changed check to ensure for v39.3 release #!ROBOMERGE: !39.4 #!tests #!rb none Change 3400938 on 2017/04/19 by Andrew.Grant FDelegateBase destructor now implicitly results in Unbinding. Removed now-unnecessary Unbind calls from MulticastDelegate and commented the one valid case #!tests soaked Orion during memory leak tests #!rb none #!review-3400939 steve.robb Change 3400853 on 2017/04/19 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3400613 on 2017/04/19 by Olaf.Piesche Code chunks know whether they're terminated (with ;) so we can have unterminated lines in the generated hlsl (opening and closing scopes in if/else, for example) #!rb shaun.kime #!tests compiled script with if node Change 3400296 on 2017/04/19 by Rob.Cannaday Specify tlog endpoint by using the backend name (e.g,. tencentdev) Supported: tencentdev, tencentqa, tencentlive, tencentff #!tencent #!orion #!tlog #!rb none #!tests tlog initialization Change 3400197 on 2017/04/19 by Shaun.Kime Fixing uninitialized variable preventing data interfaces from properly adding to data table. #!rb none #!tests n/a #!codereview Olaf.Piesche, Simon.Tovey Changes from Dev-Rendering #!tests preflighted #!rb Marcus.Wasmer #!ROBOMERGE-SOURCE: CL 3397593 in //Orion/Release-39.3/... via CL 3397598 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Changes from Dev-Rendering #!tests preflighted #!rb Marcus.Wasmer #!ROBOMERGE-SOURCE: CL 3397593 in //Orion/Release-39.3/... via CL 3397598 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Changes from Dev-Rendering #!tests preflighted #!rb Marcus.Wasmer #!ROBOMERGE-SOURCE: CL 3397593 in //Orion/Release-39.3/... via CL 3397598 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3399720 on 2017/04/19 by Andrew.Grant Merging applocal deployment of Xuadio/ Xinput from //UE4/Dev-Core/... @ 3386262 #!tests #!rb na Change 3399667 on 2017/04/19 by Andrew.Grant Duplicating 3398085 from Dev-Rendering: Removed Aftermath hearbeat check as it internally uses the deviceConext which is not threadsafe #!jira UE-42280 #!RB Marcus.Wassmer #!tests none Change 3399658 on 2017/04/19 by Simon.Tovey Changes that remove some erroneous usage of hlslcc ir list nodes. Required for upcoming removal of some code which masked these errors in hlslcc. #!rb none #!tests Everything worked in cleanup brach. Pulled over from there. #!codereview Olaf.Piesche Change 3399633 on 2017/04/19 by Shaun.Kime Fixing issue where we were trying to HLSL convert an effect script. #!rb none #!tests n/a #!codereview olaf.piesche Change 3399577 on 2017/04/19 by Shaun.Kime Updating default content Change 3399393 on 2017/04/19 by Shaun.Kime Merging spawn/update/event graphs into one. #!rb none #!tests n/a #!codereview frank.fella, simon.tovey, olaf.piesche Change 3399101 on 2017/04/19 by Jeff.Williams Merging //Orion/Main to Release-39.4 (//Orion/Release-39.4) @3398765 #!rb none #!tests none Change 3399084 on 2017/04/19 by Jeff.Williams Initial branch of files from Release-39.3 (//Orion/Release-39.3) to Release-39.4 (//Orion/Release-39.4) Change 3398550 on 2017/04/18 by Olaf.Piesche Fixes for post-compile data interface tables on scripts; removing unnecessary stuff from the compilaiton output that was move to the translator #!tests ran and compiled hyperbreach grenade explosion #!rb shaun.kime Change 3398413 on 2017/04/18 by Shaun.Kime Removing duplicate compiler definition #!rb none #!tests n/a Change 3398395 on 2017/04/18 by Olaf.Piesche Missing NiagaraShader module build file. #!rb shaun.kime #!tests none Change 3398350 on 2017/04/18 by Alexis.Matte Avoid matching the material slot name when resetting the material on reimport #!rb none #!jira UE-42755 #!test run the fbx automation test Change 3398337 on 2017/04/18 by Olaf.Piesche Niagara compute shader compilation and storage infrastructure; shader maps, serialization, DDC save and load, split of compilation and HLSL translation, kicking off of shader compiler jobs to the workers, and a whole bunch of supporting code; still missing and up next: applying successful shader compile job results to the corresponding niagara script (up next). Nothing *should* change from a user perspective, CPU compilation and simulation *should* still work as previously. #!rb shaun.kime #!tests built a simple emitter with function calls, made sure it compiled and ran Change 3398248 on 2017/04/18 by Andrew.Grant Merging RepLayout fix from Fortnite #!tests short solo game #!rb Ryan.Gerleve Change 3398152 on 2017/04/18 by Andrew.Grant Actually enabling Aftermath... :( #!tests compiled and verified NV_AFTERMATH is set #!rb none Change 3398133 on 2017/04/18 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3397942 on 2017/04/18 by Benn.Gallagher Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame. #!rb Martin.Wilson #!jira OR-37697 #!tests PIE OrionEntry with 2 clients to check LOD transitions Change 3397885 on 2017/04/18 by Daniel.Lamb Remove duplicate addition of package name. Fixes crash when iterative cooking. #!rb Trivial #!test iterative cook paragon. Change 3397778 on 2017/04/18 by Daniel.Lamb Added mountpoint to the information which is dumped for pak files. #!rb trivial #!test Unrealpak -list Change 3397777 on 2017/04/18 by Daniel.Lamb Added stats to network platform file and network server. #!rb Andrew.Grant #!test Paragon cook on the fly. Change 3397776 on 2017/04/18 by Daniel.Lamb Added suppport for multiple shared cooked build paths. Added additional paths to the paragon shared cooked build search paths. Shared cooked builds use editor server instead of cooked server (tiny bit slower but improves iteration time and reduces build machine load). #!rb Andrew.Grant #!test Shared cooked build paragon Change 3397775 on 2017/04/18 by Daniel.Lamb Split up TickCookOnTheSide into 3 functions (still more work to be done). Added function to save cooked packages during low cpu usage time in the editor when using cook on the side, not enabled by default. Added profiling for network cooking requests. Added dump of stats for cooker to exec commandline. Fixed issue with cook on the fly sending back unsolicited files which might not be done. Fixed issue with cook by the book not recooking packages found as dirty. Fixed issue with cook on the fly not resending ubulk and uexp packages to ps4. Make sure ubulk and uexp packages are cleaned up with the original uasset / umap package. #!rb Andrew.Grant #!test Cook by the book paragon, cook on the side paragon. Change 3397759 on 2017/04/18 by Andrew.Grant Removed ensures that were hampering QA #!tests compiled #!rb none #!review-3397760 Benn.Gallagher Changes from Dev-Rendering #!tests preflighted #!rb Marcus.Wasmer #!ROBOMERGE-SOURCE: CL 3397593 in //Orion/Release-39.3/... #!ROBOMERGE-BOT: ORION (Release-39.3 -> Main) Change 3397593 on 2017/04/18 by Andrew.Grant Merging Aftermath changes from Dev-Rendering #!tests preflighted #!rb Marcus.Wasmer Change 3397167 on 2017/04/17 by Andrew.Grant Fix for multicast delegate where delegate handles to shared-ref objects that been collected were not being deleted #!tests verified Orion leak is gone #!rb sent to Core-Team Change 3397165 on 2017/04/17 by Andrew.Grant Back out revision 4 from //Orion/Release-39.3/Engine/Source/Runtime/Core/Public/Delegates/MulticastDelegateBase.h #!tests #!rb none Change 3397163 on 2017/04/17 by Andrew.Grant Fixed issue where shared-ref objects in multicast delegate that had been nulled were never being deleted #!tests verified orion lean is gone #!rb sent to Core-Team Change 3397152 on 2017/04/17 by Andrew.Grant Alternate fix for leaky PhysX data #!tests compiled #!rb none Change 3397135 on 2017/04/17 by Andrew.Grant Compile fix for editor build #!tests compiled WIn64 editor #!rb none Change 3397090 on 2017/04/17 by Andrew.Grant Fix for DerivedPhysXData not being freed in UBody Setup #!tests soaked #!rb none Change 3396548 on 2017/04/17 by Laurent.Delayen OR-37726 Fix for array changing during Ranged-Loop iteration. #!rb none #!tests none Change 3396271 on 2017/04/17 by Rob.Cannaday Use [HTTP]HttpMaxConnectionsPerServer in CurlHttp Move call to FPlatformHttp::Init() to after config values are read Related to CL 3368228 #!UE4 #!http #!curl #!rb ian.fox #!tests Dedicated Server startup Change 3396247 on 2017/04/17 by Max.Chen Copy from Release-4.16 Fixed crash saving sequencer sublevels due to relying in initialization of UWorld::Scene that is not guaranteed #!rb Martin.Wilson, Benn.Gallagher #!jira UE-43903 #!tests none Change 3396132 on 2017/04/17 by Frank.Fella Niagara - Fix copy/paste error in comment. #!rb none #!tests none Change 3396089 on 2017/04/17 by Jon.Lietz - adding in support for SetByCaller Gameplay Effects to be trag driven, Making DataName VisibleDefaultsOnly, adding in DataTag EditDefaultsOnly limited to SetByCaller tag category - getting Triggered event abilities working, added in a new OrionAbility for cards that will allow us to auto change activation group from replacable to default when it is going to be triggered from an event #!rb none #!tests box map #!codereview Dave.Ratti Billy.Bramer Fred.Kimberley *There is a bit of code clean up to happen but this is a good stopping point and the CL is getting bigger and any other work will cause the CL harder and harder to track Change 3395801 on 2017/04/17 by Frank.Fella Sequencer - Guard against the ed mode being null for non-level sequencers. #!rb none #!tests no longer crashes when changing actor selection with the niagara editor open. Change 3395769 on 2017/04/17 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3395735 on 2017/04/17 by Rob.Cannaday Fix curl attempting to use invalid address for requests Only specify the address to use if MULTIHOME is specified on the command line #!rb rob.cannaday #!tests dedicated server startup #!jria TEN-130 Change 3394964 on 2017/04/14 by Andrew.Grant - Fixed RemoveAll not removing entries from MulticastDelegate - Ensures compact is eventually called for infrequently/never Broadcast() delegages during an Add() (fixes leak in SafeZone delegates) #!tests soaked orion #!rb email-list Change 3394945 on 2017/04/14 by Andrew.Grant Fix for memory leak in FRepLayout from Ryan.Gerleve #!tests soaked orion #!rb Ryan.Gerleve Change 3394929 on 2017/04/14 by Andrew.Grant Added destructor to SafeZone to ensure delegates are freed immediately #!tests soaked #!rb none Change 3394195 on 2017/04/14 by Andrew.Grant Fix for mem reporting crash #!tests none #!rb Marcus.Wassmer Change 3393355 on 2017/04/13 by Shaun.Kime Modified traversals to be recorded depth first, making it a clear input to output linear sequence. Also commented the Parameter Map History class header. #!rb none #!tests n/a Change 3393350 on 2017/04/13 by Andrew.Grant Merging 3371638 from Release-39 for improved cloth perf #!tests #!rb na Change 3393349 on 2017/04/13 by Shaun.Kime Fix issue where 'listtextures' from the console causes a crash due to not properly checking against a valid EffectInstance. #!rb none #!tests n/a Change 3393342 on 2017/04/13 by Andrew.Grant Merging 3367375 from Release-39 for cloth perf #!tests #!rb na Change 3393335 on 2017/04/13 by Andrew.Grant Merging cloth improvements pt1 from 3363203 #!tests #!rb na Change 3393185 on 2017/04/13 by Mieszko.Zielinski Fixed in order to prevent GameplayTask crashes when exiting the engine #!UE4 #!rb Lukasz.Furman #!test golden path #!jira OR-37658 #!ROBOMERGE: 39.3, MAIN, DG #!lockdown Andrew.Grant Change 3393134 on 2017/04/13 by Laurent.Delayen Added 'ShouldRemainVertical' to encapsulate when DesiredRotation should be restricted to Yaw only in PhysicsRotation. #!rb none #!codereview zak.middleton #!tests wukong's air walking ability. Change 3393059 on 2017/04/13 by Frank.Fella Sequencer - Prevent a crash when trying to draw tick marks for impossible view ranges. #!codereview Max.Chen,Andrew.Rodham #!rb none #!tests no longer furiously consumes memory with ludicrous view ranges Change 3392910 on 2017/04/13 by Rob.Cannaday Remove reference to DerivedDataCache in Sockets module - no longer needed to be there #!rb josh.markiewicz #!tests compile DebugGame Editor Win64 Change 3392890 on 2017/04/13 by Ben.Marsh UGS: Merging config settings to exclude changes matching certain patterns. #!rb none Change 3392875 on 2017/04/13 by Shaun.Kime Moving NiagaraGraph into its own cpp #!rb none #!tests n/a Change 3392867 on 2017/04/13 by Shaun.Kime Moving the parameter map history out into its own header/cpp #!rb none #!tests n/a Change 3392702 on 2017/04/13 by Shaun.Kime Making sure that alias fixups are an exact match and do not impact the final varible name #!rb none #!tests n/a Change 3392701 on 2017/04/13 by Shaun.Kime Removing stale comment #!rb none #!tests n/a Change 3392650 on 2017/04/13 by Simon.Tovey ? Moved the vertex color filtering to a shared storage referenced by the instance data #!rb Shaun.Kime #!tests Editor Win64 Change 3392305 on 2017/04/13 by Shaun.Kime Making it possible to set aliases to op nodes. This allows parity for things like multiply as * or divide as / that exists in Materials. #!rb simon.tovey #!tests n/a Change 3391887 on 2017/04/13 by Andrew.Grant Integration from Main #!tests #!rb none Change 3391876 on 2017/04/13 by Andrew.Grant Memory leak fix in Slate - Multicast delegates are not clearing invocation list on Add.... #!tests cycled game #!rb none Change 3391864 on 2017/04/13 by Andrew.Grant Added ini setting that can be used to increase networking timeout values in unoptimized builds to avoid resorting to -notimeouts or editing ini files. #!tests verified timeouts are increased with UE4Editor game/server #!rb none -- @review Josh.Markiewicz Change 3391841 on 2017/04/13 by Andrew.Grant Fix for linux compile error #!tests #!rb none Change 3391811 on 2017/04/12 by Andrew.Grant Memory Leak Fixes #!tests soaked PS4 client #!rb various Change 3391388 on 2017/04/12 by Rob.Cannaday #!UE4 - made libcurl respect the MULTIHOME param that already exists in the engine - allows libcurl to switch NICs #!rb rob.cannaday #!codereview rob.cannaday #!tests Win64 DebugGame Editor dedicated server startup, successful http request Written by Josh.Markiewicz Change 3390998 on 2017/04/12 by Shaun.Kime Parameter maps now compile, but you cannot set their default values yet, nor wire the defaults with anything other than a ParameterMapSet node. #!codereview simon.tovey #!rb none #!TESTS n/a Change 3389691 on 2017/04/11 by Jeff.Williams Copying //Orion/Main to Release-39.3 (//Orion/Release-39.3) @3389406 #!rb none #!tests none Change 3389226 on 2017/04/11 by Rob.Cannaday Handle missing PluginSettings.ini #!rb trivial #!tests dlc pak for RegionCN Change 3388873 on 2017/04/11 by Laurent.Delayen Integrated CL #!3388506 from Main Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched. Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress. Fixes https://jira.it.epicgames.net/browse/OR-37565 #!rb martin.wilson, lina.halper, jon.lietz #!tests Grux E, gadget rejoin Change 3388761 on 2017/04/11 by Rob.Cannaday Build changes to specify additional content files for dedicated servers only #!rb daniel.lamb #!tests RunUAT BuildCookRun for OrionGame, and separately for RegionCN plugin as DLC Change 3388749 on 2017/04/11 by Frank.Fella Niagara - In-editor timeline changes, various timing fixes, and burst key fixes. + Set the playback range and working area in the sequencer timeline to 1000s so that infinite effects behave better. This still needs some work, but I think the new experience is better than what it was doing before. + Loop non-infinite effects when the last particle dies or when the last emitter ends, whichever comes last. + Reset desired age when resetting the effect so that looping works correctly in the editor without visual popping. + Make the tick state inclusive at 0 so that the system is running on the first frame. + Rebuild the burst instances in the simulation when it's reset, rather than in reinit so that each time the simulation is reset the bursts are random. + Reset the spawn remainder to 0 when resetting. This helps to avoid visual popping on reset. + Fix a bug in tick where the simulation was never being set to dead because the current number of particles wasn't being updated. + When checking burst keys, include the current age when comparing so that bursts at time 0 evaluate properly. #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime #!rb none #!tests Effects loop when the last particle dies, and bursts on the first keyframe work and are random each play Change 3388506 on 2017/04/11 by Laurent.Delayen Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched. Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress. Fixes https://jira.it.epicgames.net/browse/OR-37565 #!rb martin.wilson, lina.halper, jon.lietz #!tests Grux E, gadget rejoin Change 3387648 on 2017/04/10 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3387628 on 2017/04/10 by Jeff.Williams Initial branch of files from Release-39.2 (//Orion/Release-39.2) to Release-39.3 (//Orion/Release-39.3) Change 3386546 on 2017/04/10 by Alexis.Matte Fix the material reset workflow, prevent a bad reordering of the material array when using the skinxx workflow #!rb none #!test none Change 3386311 on 2017/04/10 by Jason.Bestimt #!ORION_MAIN - Manual Merge of CL 3386053 from 39.2 #!RB:none #!Tests:none #!CodeReview: andrew.grant, jeff.williams Change 3386036 on 2017/04/10 by Daniel.Lamb Fixed issue with network paltform file looking in incorrect location when using cook in editor. #!rb None #!test Paragon cook on the fly in editor. Change 3386035 on 2017/04/10 by Daniel.Lamb Stopped inifinite recursion in the case where base path is set incorrectly. #!rb None #!test Cook on the fly paragon no base path. Change 3386021 on 2017/04/10 by Daniel.Lamb Merging CL 3372508 from //UE4/Main/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp to //Orion/Dev-General/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp AsyncLoading - Adding USoundBase to the set of CDOs that have a particular fixed boot order, otherwise strange load orders can be triggered where the USoundWave CDO can be initialized while the USoundBase CDO is mid inititialization. Originally discovered in Dev-Editor, fixed in 3370466. #!rb Trivial #!test Paragon cook Change 3386018 on 2017/04/10 by Daniel.Lamb Made copy of shared cooked build async. #!rb Trivial #!test Shared cooked build paragon Change 3385949 on 2017/04/10 by Alexis.Matte Add "Reset Material Slot" fbx option active only when doing a re-import #!rb Matt.kuhlenschmidt #!test none Change 3385945 on 2017/04/10 by Simon.Tovey ? Moving per instance data for data interfaces out to their own struct so we don't have to duplicate the interface itself all the time. ? For the moment, disabling the vertex color filtering until I can tweak the implementation a bit. ? Added a reinit context helper for re initialising niagara components when you modify emitters or data interface properties etc. Still some testing and tidying up to do but should be 99% complete. #!rb Shaun.Kime #!test Tested the functionality of static mesh interface in the editor Change 3385507 on 2017/04/07 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Changed, duplicated UMG editor fix from //UE4/Main #!tests compiled #!rb NickD #!ROBOMERGE-SOURCE: CL 3383414 in //Orion/Release-39/... via CL 3383880 #!ROBOMERGE-BOT: ORION (Release-39.1 -> Release-39.2) Change 3385407 on 2017/04/07 by Andrew.Grant Fix memory leak in landscape collision due to outstanding reference count #!tests Ran Orion, memory leak seems gone #!rb none #!review-3385408 Thomas.Sarkanen Change 3385399 on 2017/04/07 by Andrew.Grant Fix for memory leak in EDL #!tests memory leaks vanished! #!rb none Change 3385137 on 2017/04/07 by Andrew.Grant Fix for decal issue #!jira OR-37359 #!tests none #!rb Arne.Schober Change 3384414 on 2017/04/07 by Benn.Gallagher Fixed crash switching Grux skins in frontend. Issue arises when switching to a new skin that has more clothing elements than the first mesh. Undid the workaround previously applied to stop the crash. #!rb Martin.Wilson #!tests PIE frontend and -game frontend. Also animation tools that reproduced the crash #!jira OR-36671 Changed, duplicated UMG editor fix from //UE4/Main #!tests compiled #!rb NickD #!ROBOMERGE-SOURCE: CL 3383414 in //Orion/Release-39/... #!ROBOMERGE-BOT: ORION (Release-39 -> Release-39.1) Change 3383414 on 2017/04/06 by Andrew.Grant non-shipping changed, duplicated UMG editor fix from //UE4/Main #!tests compiled #!rb NickD Change 3383318 on 2017/04/06 by Laurent.Delayen Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable). This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose. #!rb martin.wilson #!codereview lina.halper #!tests Revenant primary fire spawning muzzle flash at correct location Change 3383123 on 2017/04/06 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3382781 on 2017/04/06 by Andrew.Grant Made pak signing issues non-fatal #!tests #!rb na Change 3382670 on 2017/04/06 by David.Ratti Continued event/qualifier/stat work -Added concept of supported and required qualifier contexts so that system can know which qualifiers/stat gathers can work with what events/stats. -Added details customization support for gameplay tags so that this type of filtering can be done by owned structs dynamically -Some general refactoring of keywords #!rb #!tests none #!codereview Jon.Lietz Change 3381646 on 2017/04/05 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3381483 on 2017/04/05 by Lina.Halper #!DUPEFIX: Merging using AnimPhys-Orion-DevGeneral Fix crash on creating montage and setting slot node #!jira: UE-43698 #!rb: Ori.Cohen Change 3381435 on 2017/04/05 by Frank.Fella SDetailsView - Prevent a crash when a customization tries to use a layout builder which has been destroyed. Change 3381019 on 2017/04/05 by Frank.Fella Niagara - Fix the default assets which broke when moving the content. Change 3380701 on 2017/04/05 by Daniel.Lamb Stopped splash screen showing over the top of message boxes if you get a message before the game loads. #!rb Luke.Thatcher #!test Run paragon ps4 crash on startup #!jira UE-43209 Change 3380293 on 2017/04/05 by Jeff.Williams Copying //Orion/Main to Release-39.2 (//Orion/Release-39.2) @3380245 Change 3380165 on 2017/04/04 by Frank.Fella Niagara - Move niagara engine content into the niagara plugin. Change 3380151 on 2017/04/04 by Frank.Fella Niagara - Fixes for code moved into the plugin. Change 3380117 on 2017/04/04 by Andrew.Grant Locking network version to 3375394 for v39 patch #!ROBOMERGE: !39.1 Change 3380092 on 2017/04/04 by Andrew.Grant Streaming requests are now honored even when a null-item is specified in the list #!tests Verified Grux master skin loads correctly. #!rb Ben.Ziegler #!jira OR-37406, OR-37404 #!ROBOMERGE: 39 Change 3380052 on 2017/04/04 by Frank.Fella Niagara - Move vertex factories to the correct plugin folders. Change 3380029 on 2017/04/04 by Frank.Fella Niagara - Move vertex factory code to the plugins directory. Change 3380025 on 2017/04/04 by Frank.Fella Niagara - Move runtime code to the plugins directory. Change 3380024 on 2017/04/04 by Frank.Fella Niagara - Move editor code to the plugins directory. Change 3379115 on 2017/04/04 by David.Ratti redo minor fix for engine ability system that was lose in a rollback #!rb #!tests none Change 3378590 on 2017/04/04 by Jurre.deBaare Mesh painting tools not working #!fix required a direct loadmodule call #!rb trivial Change 3378406 on 2017/04/04 by Shaun.Kime Making the name of the node shorter Change 3378357 on 2017/04/04 by Shaun.Kime Adding basic UI support for Parameter Maps. Currently does not compile if you place these nodes. Change 3377549 on 2017/04/03 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3377457 on 2017/04/03 by Jeff.Williams Initial branch of files from Release-39.1 (//Orion/Release-39.1) to Release-39.2 (//Orion/Release-39.2) Change 3377394 on 2017/04/03 by Olaf.Piesche Removing mesh renderer material relevance determination for now; unsafe and needs to be re-worked anyway #!codereview shaun.kime Change 3376222 on 2017/04/03 by Jack.Porter Prevent landscape crash due to thumbnail hitproxy renderer #!jira OR-37325 #!rb None #!codereview: andrew.grant Change 3375394 on 2017/03/31 by Marcus.Wassmer Bump script version to force new pub tools Change 3375342 on 2017/03/31 by Daniel.Lamb Added some more blacklist files to the cook ini settings configs #!rb Trivial #!test fastcook iterative paragon. Change 3375213 on 2017/03/31 by Shaun.Kime Adding Promote to Parameter pin action Change 3375038 on 2017/03/31 by Olaf.Piesche First basics for Niagara GPU simulation. - Compiling for PC_D3D11 everytime we do a script compile, so we can start catching problems with hlsl gen; - adding GPU side reps for data buffers; - stub class for a simulation batcher; - added a compute execution context to separate the two script execution modes - GPU execution is queued in ScriptExecutionContext's execute function; may want to queue CPU executiuon here too - additional bits and pieces. - turning Niagara on by default for our stream Some of this will change once shader management infrastructure is in place (our own shader map with proper storage and FShader derived shader classes, next up) Change 3374733 on 2017/03/31 by Jason.Bestimt #!ORION_TENCENT - Merge Beetle Grux crash fix from CL 3367820 #!RB:none #!Tests:none #!CodeReview: andrew.grant, benjamin.crocker #!QAReview Change 3374293 on 2017/03/31 by Alexis.Matte Fix copy paste of material array #!rb none #!test none Change 3374226 on 2017/03/31 by Shaun.Kime Making it so that scripts work properly when version numbers change. Turns out that doing the refresh in PostLoad is a Bad Idea (TM) and we need to be careful in how we do the deep copy. Change 3373809 on 2017/03/30 by Rob.Cannaday Fix inability to send chat using PS4 OSK #!codereview James.Longstreet, ian.fox #!jira OR-37160 #!lockdown andrew.grant Change 3373676 on 2017/03/30 by Andrew.Grant Merge of cloth changes from Release-39 #!review-3373677 @Benn.Gallagher #!tests compiled #!rb none Change 3373262 on 2017/03/30 by Josh.Markiewicz #!UE4 - more logging for perf counters to check for watchdog sync issues #!codereview sam.zamani, david.nikdel #!rb rob.cannaday Change 3373002 on 2017/03/30 by Josh.Markiewicz #!UE4 - more logging for perf counters to check for watchdog sync issues #!codereview sam.zamani, david.nikdel #!rb rob.cannaday Change 3372731 on 2017/03/30 by Marcus.Wassmer Fix Niagara shader compile issue. #!rb none #!tests none Change 3372113 on 2017/03/30 by Andrew.Grant Merging //Orion/Dev-General to Dev-Niagara (//Orion/Dev-Niagara) #!rb #!tests na Change 3372109 on 2017/03/30 by Daniel.Lamb Fix issue where the editor doesn't update all windows after rendertarget texture is converted to Texture2D #!rb Trivial #!test Paragon editor Change 3371797 on 2017/03/30 by Jeff.Williams Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) @3368008 Change 3371638 on 2017/03/30 by Benn.Gallagher Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system. #!jira OR-36927 #!rb Martin.Wilson #!tests PIE Entry+Monolith. Cooked Monolith PS4 nomcp #!review @andrew.grant Change 3371635 on 2017/03/30 by Andrew.Grant Merging //UE4/Main @ 3365166 #!tests QA pass, preflighted #!rb na Change 3371566 on 2017/03/30 by Jurre.deBaare All PC clients crash when Ice uses RMB - Assertion failed: bCachedMaterialParameterIndicesAreDirty == false #!fix also removed other check, total brainfart moment #!codereview Lina.Halper #!jira OR-37269 #!lockdown Andrew.Grant Change 3371404 on 2017/03/30 by Martin.Wilson Speculative fix for unreproducable crash on loading animations #!jira OR-37157 #!rb Benn.Gallagher Change 3370987 on 2017/03/29 by Andrew.Grant Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) #!rb na Change 3370949 on 2017/03/29 by Andrew.Grant Painless merge of files from //Orion/Main to Dev-UI (//Orion/Dev-UI) #!tests compiled Win64 Editor & PS4 Test Client, Ran solo game, half-cooked a build #!rb none Change 3369730 on 2017/03/29 by Daniel.Lamb Fixed crash in staging when the deepfiles directory doesn't exist by the time we need to create the meta for the deep files. #!rb None #!test stage paragon Change 3369724 on 2017/03/29 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3369329 on 2017/03/29 by Jurre.deBaare The Fey doll looks offset on Mambos hip and has motion blur FX for wings flying #!fix with the Orion setup override materials can already contain a nullptr entry, this used to cause the material indices not to be dirtied when a new material is set, needed to remove the check() as well due to the new situation #!jira OR-36855 #!rb Lina.Halper Change 3368540 on 2017/03/28 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests compiled #!rb none Change 3368526 on 2017/03/28 by Rob.Cannaday MaxHostConnections improvements after code review Change 3368285 on 2017/03/28 by Lukasz.Furman fixed TimeLimitedExecution task being removed by GC, gameplay tasks component will now keep track of all managed tasks, not only AI priority queue #!ue4 #!rb none #!codereview Mieszko.Zielinski #!tests PIE Change 3368228 on 2017/03/28 by Rob.Cannaday Add config field to drive how many connections CURL will make to any host [HTTP.Curl].MaxHostConnections When 0, unlimited (default behavior) #!jira TEN-78 #!codereview ian.fox Change 3368076 on 2017/03/28 by Jeff.Williams Copying //Orion/Main to Release-39.1 (//Orion/Release-39.1) @3368008 Change 3368008 on 2017/03/28 by Jeff.Williams Merging //Orion/Dev-REGS to Main (//Orion/Main) @3367948 Change 3367820 on 2017/03/28 by Andrew.Grant Temp workaround for crash when changing skins on Grux in the frontend #!jira OR-36671 #!review-3367821 @Benn.Gallagher #!tests flipped between all Grux skins and crash when selecting Scarab no lonber occurs #!rb none Change 3367576 on 2017/03/28 by Daniel.Lamb Stopped the cooking of packages which are already cooked. #!rb Trivial #!test Shared cooked build paragon Change 3367518 on 2017/03/28 by David.Ratti Gameplay Tag customizations: added way for systems to turn GameplayTag widgets to hyperlinks to arbitrary callbacks (e.g, opening an asset that a project wants to associate with a tag). #!rb none #!tests editor Change 3367455 on 2017/03/28 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!rb na Change 3367375 on 2017/03/28 by Benn.Gallagher Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver #!jira OR-36926 #!rb Martin.Wilson #!tests Editor + PIE, Cooked PS4 BaselinePerformance testing Change 3366525 on 2017/03/27 by Jeff.Williams Initial branch of files from Release-39 (//Orion/Release-39) to Release-39.1 (//Orion/Release-39.1) Change 3365941 on 2017/03/27 by Andrew.Grant Integrated fix from Dev-Gen Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #!jira OR-36843, UE-42975 #!rb Martin.Wilson #!tests Editor PIE, -game hero gallery Change 3365861 on 2017/03/27 by Jeff.Williams Initial branch of files from Dev-General (//Orion/Dev-General) to Dev-Niagara (//Orion/Dev-Niagara) [CL 3441199 by Andrew Grant in Main branch]
2017-05-16 13:13:20 -04:00
if (Params.HasClientCookedTargets && (!Params.SkipBuildClient) && (TargetMask & ProjectBuildTargets.ClientCooked) == ProjectBuildTargets.ClientCooked)
{
List<UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
foreach (var BuildConfig in Params.ClientConfigsToBuild)
{
foreach (var ClientPlatformType in UniquePlatformTypes)
{
CrashReportPlatforms.Add(ClientPlatformType);
Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"" + AdditionalArgs);
}
}
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
if (Params.HasServerCookedTargets && (TargetMask & ProjectBuildTargets.ServerCooked) == ProjectBuildTargets.ServerCooked)
{
List<UnrealTargetPlatform> UniquePlatformTypes = Params.ServerTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
foreach (var BuildConfig in Params.ServerConfigsToBuild)
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
foreach (var ServerPlatformType in UniquePlatformTypes)
{
CrashReportPlatforms.Add(ServerPlatformType);
Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"" + AdditionalArgs);
}
}
}
if (!Params.NoBootstrapExe && !CommandUtils.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Bootstrap) == ProjectBuildTargets.Bootstrap)
{
UnrealBuildTool.UnrealTargetPlatform[] BootstrapPackagedGamePlatforms = { UnrealBuildTool.UnrealTargetPlatform.Win32, UnrealBuildTool.UnrealTargetPlatform.Win64 };
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
foreach(UnrealBuildTool.UnrealTargetPlatform BootstrapPackagedGamePlatformType in BootstrapPackagedGamePlatforms)
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
if(Params.ClientTargetPlatforms.Contains(new TargetPlatformDescriptor(BootstrapPackagedGamePlatformType)))
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
Agenda.AddTarget("BootstrapPackagedGame", BootstrapPackagedGamePlatformType, UnrealBuildTool.UnrealTargetConfiguration.Shipping);
}
}
}
if (Params.CrashReporter && !CommandUtils.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.CrashReporter) == ProjectBuildTargets.CrashReporter)
{
foreach (var CrashReportPlatform in CrashReportPlatforms)
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3121996 on 2016/09/12 by Ben.Marsh Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced). * Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result. * Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default. * Visual Studio source code accessor can talk to VS 2017 instances. * Added a VS2017 configuration for UnrealVS, and added precompiled vsix package. * Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express). * Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes. Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed. Change 3189363 on 2016/11/07 by Ben.Marsh Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment. Change 3210598 on 2016/11/27 by Ben.Marsh UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to. Change 3210601 on 2016/11/27 by Ben.Marsh PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman) Change 3210602 on 2016/11/27 by Ben.Marsh PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis) Change 3210605 on 2016/11/27 by Ben.Marsh UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries. Change 3211656 on 2016/11/28 by Ben.Marsh UBT: Move ModuleRules and TargetRules into their own file. Change 3211797 on 2016/11/28 by Ben.Marsh UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only. Change 3211833 on 2016/11/28 by Ben.Marsh UBT: Remove overridable configuration name from target rules. This feature is not used anywhere. Change 3211859 on 2016/11/28 by Ben.Marsh UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead. Change 3211942 on 2016/11/28 by Ben.Marsh UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now. Change 3215333 on 2016/11/30 by Ben.Marsh UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method. Change 3215482 on 2016/11/30 by Ben.Marsh UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported. Change 3215743 on 2016/11/30 by Ben.Marsh UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor. Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor. Change 3215778 on 2016/11/30 by Ben.Marsh UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete. Change 3217681 on 2016/12/01 by Ben.Marsh UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script. Change 3217723 on 2016/12/01 by Ben.Marsh UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled. Change 3217930 on 2016/12/01 by Ben.Marsh UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections. Change 3218762 on 2016/12/02 by Ben.Marsh Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations. Change 3219161 on 2016/12/02 by Ben.Marsh Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory. Change 3219197 on 2016/12/02 by Ben.Marsh Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere. Change 3219209 on 2016/12/02 by Ben.Marsh Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64. Change 3219610 on 2016/12/02 by Ben.Marsh Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful. Change 3219731 on 2016/12/02 by Ben.Marsh UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules. Change 3220796 on 2016/12/04 by Ben.Marsh Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway. Change 3220825 on 2016/12/04 by Ben.Marsh UBT: Change all executors to derive from a common base class (ActionExecutor). Change 3220834 on 2016/12/04 by Ben.Marsh UBT: Remove the global CommandLineContains() function. Change 3222706 on 2016/12/05 by Ben.Marsh Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017. Change 3222712 on 2016/12/05 by Ben.Marsh Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat Change 3223628 on 2016/12/06 by Ben.Marsh Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe Change 3223817 on 2016/12/06 by Ben.Marsh Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text. Change 3224046 on 2016/12/06 by Ben.Marsh Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded. Change 3224792 on 2016/12/07 by Ben.Marsh UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools. Change 3225212 on 2016/12/07 by Ben.Marsh UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy. Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object. The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner. Change 3226310 on 2016/12/07 by Ben.Marsh PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic) Change 3228273 on 2016/12/08 by Ben.Marsh Update copyright notices for QAGame. Change 3229166 on 2016/12/09 by Ben.Marsh UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object. Change 3230601 on 2016/12/12 by Ben.Marsh Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed. Change 3230737 on 2016/12/12 by Ben.Marsh UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands. Change 3230751 on 2016/12/12 by Ben.Marsh UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for. Change 3230804 on 2016/12/12 by Ben.Marsh UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary. Change 3230831 on 2016/12/12 by Ben.Marsh UGS: Warn when trying to switch streams if files are checked out. Change 3231281 on 2016/12/12 by Chad.Garyet Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one Change 3231496 on 2016/12/12 by Ben.Marsh Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015. Change 3231979 on 2016/12/12 by Ben.Marsh UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking. Change 3232619 on 2016/12/13 by Ben.Marsh Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main. [CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
if (PlatformSupportsCrashReporter(CrashReportPlatform))
{
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3206916) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3175510 on 2016/10/26 by Josh.Adams - New Wolf SDK support (11). - Added new input plugin now that extra NDA is lifted Change 3176629 on 2016/10/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3177232 on 2016/10/27 by Josh.Adams - Minor comment change Change 3177348 on 2016/10/27 by Dmitry.Rekman Linux: default to GL4. Change 3177523 on 2016/10/27 by Dmitry.Rekman Linux: update libc++ to 3.9 and add AArch64. Change 3178208 on 2016/10/28 by Daniel.Lamb Enable multithreaded lightmap encoding. Change 3178273 on 2016/10/28 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix crash in PS4 packaging step. - Parallel-for accessing the same log files, causing IOException. Change 3178573 on 2016/10/28 by Dmitry.Rekman Linux: fix for projects not having proper version associations (UE-5954). - Fixed by CengizT. Change 3180487 on 2016/10/31 by Josh.Adams Moved new file to peoper spot Change 3180508 on 2016/10/31 by Josh.Adams - Fixed crash on audio free for Wolf Change 3181821 on 2016/11/01 by Josh.Adams - Fixed ShooterGame cooking after sync from main Change 3182469 on 2016/11/01 by Josh.Adams - test/shipping build wolf fixes Change 3183078 on 2016/11/02 by Josh.Adams - Added AllDesktop back in for Windows (File | Package) Change 3183229 on 2016/11/02 by Josh.Adams - Fixed wrong path in JunkManifest.txt Change 3184245 on 2016/11/02 by Dmitry.Rekman Linux: add AArch64 (ARM64) libs. Change 3184326 on 2016/11/02 by Dmitry.Rekman Linux: add more files for AArch64. Change 3184353 on 2016/11/02 by Dmitry.Rekman Linux: Add missed AArch64 libpng. Change 3184871 on 2016/11/03 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix broken DownloadImage blueprint node on PS4. - Node should return a UTexture2DDynamic, otherwise the RHI assumes the data has been pre-formatted for the GPU, and we get pitch/layout issues. #jira UE-36365 Change 3185407 on 2016/11/03 by Dmitry.Rekman Linux: fix PhysX on AArch64. (Edigrating 3184484 from Wombat to Dev-Platform). Change 3187488 on 2016/11/04 by Josh.Adams Copying //Tasks/UE4/Private-Platform-Switch to Dev-Platform-Minimal (//UE4/Dev-Platform-Minimal) Change 3187740 on 2016/11/04 by Josh.Adams - Re-copying the Switch files, now with proper case in the directory names Change 3188304 on 2016/11/07 by Dan.Mahashin - Removed deprecated functions in NVN window creation Change 3188865 on 2016/11/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Move PS4 console input handler into engine classes from OrionGame. - Enables console input from Sony's "Console Output" tool for all games, in debug/development builds. #jira UE-37672 Change 3189517 on 2016/11/07 by Jeff.Campeau Fix incorrect local platform identification in device manager. #jira UE-38312 Change 3189897 on 2016/11/08 by Luke.Thatcher [PLATFORM] [!] Fix width/height mismatch in DownloadImage blueprint node. Change 3190042 on 2016/11/08 by Josh.Adams - Fixed default and Shooter App Ids for Switch Change 3190181 on 2016/11/08 by Joe.Barnes [UE-37275] Split reflection capture error message into two UE_LOG()s. Line length causes truncation and line wrap on some platforms. Change 3190185 on 2016/11/08 by Joe.Barnes Fix another instance of UE_LOG() where the string was being truncated on Switch platform. Change 3190272 on 2016/11/08 by Daniel.Lamb Add file hashes to depependency tracking info. Moved partial gc controlling code outside of the cooker. Store cooked file hashes in cooked asset registry. Cooked asset registry is now part of the cooker instead of chunking manifest. #test cook paragon Change 3190332 on 2016/11/08 by Omar.Rodriguez Fixing issues with iOS remote notifications * Update UPlatformGameInstance::FPlatformRegisteredForRemoteNotificationsDelegate signature so the parameter is const& which will work with BlueprintAssignable * Fix misspelling when doing respondsToSelector check * Update generated Xcode project to use the generated entitlements file * Add remote-notification as a background mode * Update the generated entitlements file contents to include APS environment for push notifications * Added bEnableRemoteNotificationsSupport ini parameter to control whether iOS push notifications code is compiled Change 3190391 on 2016/11/08 by Brent.Pease UE-31739 - Crash when Deploying to iPad Air with BC4 Texture Compression Setting (Josh's suggestion worked out of the box) Change 3190786 on 2016/11/08 by Bart.Hawthorne Fix some missing PLATFORM_WOLF changes to PLATFORM_SWITCH in ShooterGame Change 3190902 on 2016/11/08 by Alicia.Cano Allow RTTI and exceptions to be enabled for Android #jira UE-37845 #android Change 3190973 on 2016/11/08 by Chris.Babcock Add ability to set element value field with new text parameter for UPL #jira UE-37390 #PR #2869 #ue4 #upl Change 3191411 on 2016/11/09 by Josh.Stoddard Warn when user tries to use a shared pak reader on the wrong thread #jira UE-38049 Change 3191635 on 2016/11/09 by Josh.Stoddard More useful message during cook when AT9 assets fail to encode using SCE's tool #jira UE-38053 Change 3191663 on 2016/11/09 by Peter.Sauerbrei fix for ios build from PC Change 3191701 on 2016/11/09 by Brent.Pease implement iOS device logs on windows Change 3191794 on 2016/11/09 by Daniel.Lamb Fixed up compile error missing header file. #test Compile editor #jira UE-38414 Change 3191807 on 2016/11/09 by Josh.Adams - Fixed one chage that was missed in the WolfPlat->Switch rename Change 3191867 on 2016/11/09 by Josh.Adams - Enabled Switch for ShooterGame project Change 3191958 on 2016/11/09 by Jeff.Campeau Add warning for anyone still using XP Change 3192185 on 2016/11/09 by Josh.Adams - Updated to SDK 0.11.12 - Added TrackLotCheckItem API to track guidelines with limits (nothing using it yet) Change 3192241 on 2016/11/09 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3192324 on 2016/11/09 by Josh.Adams - Worked around an issue with RunOnTarget stripping quotes around paths with spaces #jira UE-38388 Change 3192387 on 2016/11/09 by Josh.Adams - Updating editor icon for Switch #jira UE-38295 Change 3192476 on 2016/11/09 by Dmitry.Rekman Linux: put correct OpenAL lib per architecture. (Edigrating CL 3185947 from Wombat to Dev-Platform) Change 3192527 on 2016/11/09 by Josh.Adams - Fixed a shadow variable warning #jira UE-38408 Change 3192606 on 2016/11/09 by Jeff.Campeau XP option removed #jira UEPLAT-1542 Change 3192644 on 2016/11/09 by Josh.Adams - Fixed a CIS error (not sure why I don't get it, but hey) Change 3192659 on 2016/11/09 by Josh.Adams - Fixed a crash in DeploymentServer Change 3192672 on 2016/11/09 by Jeff.Campeau Fix WinXP message spamming Change 3193252 on 2016/11/10 by Josh.Adams - Remove assertion in SwitchTextureFormat when the SDK can't be found (if you are sharing DLLs) Change 3193756 on 2016/11/10 by Dmitry.Rekman Linux: add support for touch events. (Edigrating CL 3188159 from Wombat to Dev-Platform). Change 3194297 on 2016/11/10 by Jeff.Campeau HarfBuzz implementation for Xbox One #jira UE-28590 Change 3194299 on 2016/11/10 by Jeff.Campeau Pump Xbox One messaging during slow startup tasks #jira UEPLAT-1276 Change 3194300 on 2016/11/10 by Jeff.Campeau Use response files when building for Xbox One #jira UEPLAT-1296 Change 3194313 on 2016/11/11 by Jeff.Campeau Stop uploading symbols on the first error Show a more detailed error message if symbol uploading fails Add a command line option to disable upload of symbols #1852 #jira UE-24425 Change 3194327 on 2016/11/11 by Jeff.Campeau Deduplicate Xbox One build.cs setup for several modules #jira UE-37540 Change 3194402 on 2016/11/11 by Dmitry.Rekman Linux: do not apply mouse workaround unnecessarily. - Only matters when there is more than one window. (Edigrating 3194399 from Wombat to Dev-Platform). Change 3194434 on 2016/11/11 by Dan.Mahashin - Ported fix CL 3193690: Add workaround to file I/O error about ResultInvalidCurrentMemory when reloading levels - remove uncached attribute during memory pool finalization Change 3194569 on 2016/11/11 by Daniel.Lamb Fixed issue with CreateLinker failing to return LinkerLoad but creating a UPackage which can't be cleaned up. Change 3194570 on 2016/11/11 by Daniel.Lamb Fix for DiffSerializeArchive not using the correct archive when saving packages. #test Cook paragon Change 3194571 on 2016/11/11 by Daniel.Lamb Make sure dependent packages are valid before using them. Added FastBuildCookRun bat file for paragon testing. #test Cook Paragon Change 3194575 on 2016/11/11 by Daniel.Lamb Reworked a warning for the cooker. Change 3194698 on 2016/11/11 by Daniel.Lamb Skip skin verify only runs on build machines now. Saves paragon cook time. Change 3194699 on 2016/11/11 by Daniel.Lamb Changed the wording of skip editor content setting so it's more clear. #test none Change 3194702 on 2016/11/11 by Daniel.Lamb Potential fix for default materials not being in chunk zero. #test run ps4 cooked build paragon Change 3194711 on 2016/11/11 by Alicia.Cano Allow RTTI and exceptions to be enabled for Android Allow RTTI to be enabled for IOS, Mac #jira UE-37845, UE-20314 #android #ios #mac Change 3194956 on 2016/11/11 by Josh.Adams - Removed the crash with unknown socket error code, left in the warning Change 3195028 on 2016/11/11 by Dmitry.Rekman Linux: repair launch on. (Edigrating 3194384 from //UE4/Private-Wombat/... to //UE4/Dev-Platform/...) Change 3195041 on 2016/11/11 by Dmitry.Rekman Linux: support selecting architectures per project. (Edigrating 3192783 from Wombat to Dev-Platform). Change 3195058 on 2016/11/11 by Dmitry.Rekman Linux: fix code to determine number of cores. - ARM topology seems not to be in line with the assumptions made by x86-centric code. (Merging 3184632 from Wombat to Dev-Platform). Change 3195082 on 2016/11/11 by Josh.Adams - Fixed name of packaged Switch builds to have the config in it (Shipping, etc) #jira UE-38394 Change 3195151 on 2016/11/11 by Bart.Hawthorne - Add game server settings to project settings to connect to the actual game server, instead of the debug login - Use the system software dialog box to show error codes for login failures Change 3195153 on 2016/11/11 by Josh.Adams - Fixed copy and paste logs errors Change 3195156 on 2016/11/11 by Josh.Adams - Fixed some default values, especially for save games (uses their default of 4MB size) - Added some LotCheck write tracking Change 3195285 on 2016/11/11 by Jeff.Campeau Fix HarfBuzz warning on Xbox One Change 3195477 on 2016/11/11 by Josh.Adams - Fixed up some IsGameOnly calls #jira UE-37575 Change 3195490 on 2016/11/11 by Dmitry.Rekman UAT: fix CIS (removed old variables). Change 3195724 on 2016/11/11 by Josh.Adams - Final fix for name of .nsp (content only projects in Shipping config, etc) #jira UE-38394 Change 3195755 on 2016/11/11 by Josh.Adams - Made translucent Switch icons Change 3195771 on 2016/11/11 by Josh.Adams - Fixed some Switch "space in path" issues #jira UE-38393 Change 3195801 on 2016/11/11 by Josh.Adams - Handle making sure the save is completed before we shutdown #jira UE-38215 Change 3196593 on 2016/11/14 by Michael.Trepka Implemented Info string in AvfMedia for display in Media Player Editor #jira UE-35386 Change 3196782 on 2016/11/14 by Josh.Adams - Added a comment for a workaround Change 3196784 on 2016/11/14 by Michael.Trepka Alembic importer for Mac #jira UE-37708 Change 3196901 on 2016/11/14 by Alicia.Cano ADB over wifi fails to deploy on Launch on. #jira UE-37957 #android Change 3197055 on 2016/11/14 by Josh.Adams - Fixed BinnedAllocator crash that happened with PoisonProxy and large allocations with large alignment Change 3197059 on 2016/11/14 by Josh.Adams - Removed some stat code with no STATS Change 3197066 on 2016/11/14 by Josh.Adams - Fixed the generic growableallocator to not free metadata before it's used for stats, and cleaned up a couple minor things Change 3197176 on 2016/11/14 by Josh.Adams - Added some helper scripts to switch in and out of debug mode on Switch Change 3197183 on 2016/11/14 by Bart.Hawthorne Error dialog fixes based on peer review feedback from JoshA Change 3197339 on 2016/11/14 by Josh.Adams Allow -htcs on the commandline now to override disabling Htcs in packaged builds Change 3197401 on 2016/11/14 by Josh.Adams - Fixed the Switch package installation script to remove the path of the package, since it causes problems with spaces, and also it makes the script less portable! #jira UE-38556 Change 3197691 on 2016/11/14 by Dmitry.Rekman Linux: save added devices. (Edigrating 3196529 from Wombat to Dev-Platform). Change 3197854 on 2016/11/15 by Dan.Mahashin - MemoryProfiler2: fixed Switch parser file path in the csproj Change 3197960 on 2016/11/15 by Dan.Mahashin - NVN RHITransitionResources() directly uses a barrier instead of relying on CopyToResolveTarget() side effect (UE-33834) Change 3198488 on 2016/11/15 by Bart.Hawthorne Submit missing NoRedist/DefaultEngine.ini file Change 3198970 on 2016/11/15 by Michael.Trepka Don't try to use installed Mono 4.6 on Mac as it's known to have issues on macOS 10.12 (for example building the editor with UBT often fails with Mono running out of file desriptors) Change 3199050 on 2016/11/15 by Daniel.Lamb Some more output to help track down iterative cooking scenarios #test Cook paragon Change 3199097 on 2016/11/15 by Josh.Adams - Fixed up Switch packaging to re-generate the meta data in case it changed since compile time (esp with content only projects - Fixed default Program Id in code - Fixed a problem with Run with a space in the path #jira UE-38608 Change 3199181 on 2016/11/15 by Dmitry.Rekman Fix CIS (compiling LinuxTargetDevice without engine). Change 3199253 on 2016/11/15 by Dmitry.Rekman Hopeful fix for a static analysis warning. Change 3199325 on 2016/11/15 by Joe.Barnes Start a new CommandBuffer immediately upon ending one. Prevents fetching when there's no CommandBuffer. Needed for Loading Screen movie playback. Change 3199814 on 2016/11/15 by Dmitry.Rekman Linux: remove forced -windowed when launching. (Merging CL 3199789 from Wombat to Dev-Platform) Change 3200580 on 2016/11/16 by Josh.Adams Updasted DeploymentServer Change 3200595 on 2016/11/16 by Joe.Barnes Removed inadvertent SleepThread() when starting movie playback. Change 3200604 on 2016/11/16 by Josh.Adams - Added NN_MIDDLEWARE macros to tag ths apps as using UE4 middleware Change 3200632 on 2016/11/16 by Brent.Pease Update PlatformShowcase with latest tests Change 3200704 on 2016/11/16 by Dmitry.Rekman Linux: fix native compilation. Change 3200711 on 2016/11/16 by Brent.Pease - Support ios audio streaming from disk - Flushed out ADPCMAudioInfo to be more flexible with buffer management in addition to support streaming from disk. This should make more code platform independent. + Other platforms should work fine but will need to be updated to use the new buffer flexability (and hence simplify their own code and buffer management) - IOS audio implementation simplified to use new ADPCMAudioInfo functionality - Fixed adpcm seamless looping NOTE: While everything works with my testing (admittedly simple tests) a little more code cleanup needs to happen... Change 3201015 on 2016/11/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3201023 on 2016/11/16 by Josh.Stoddard Fix splash screen assignment for iPad #jira UE-38623 Change 3201215 on 2016/11/16 by Brent.Pease Hopefully final fix for build breakage Change 3201259 on 2016/11/16 by Josh.Adams - Removed the clock rate settings from the Project Settings, and the cvars - it was just confusing - Further improved the metadata recreation during packaging (can get rid of the temp meta/desc files now I believe) - Reduced audio pool alignment to not waste massive memory from it Change 3202332 on 2016/11/17 by Daniel.Lamb Changed build scripts to support iterative cooking #test Ran new build scripts Change 3202371 on 2016/11/17 by Michael.Trepka Changed FAppleHttpResponse::GetContentLength to return expected content size instead of payload size so it's consistent with other implementations #jira UE-38392 Change 3202421 on 2016/11/17 by Michael.Trepka Decrease the number of max open files for a thread on Apple platforms from 256 to 192 to leave more file descriptors to Cocoa #jira UE-18343 Change 3202462 on 2016/11/17 by Michael.Trepka Fixed HTTP If-None-Match response code on Mac and iOS Fixed by iktomi, https://answers.unrealengine.com/questions/492514/http-if-none-match-logic-isnt-working-on-mac-due-t.html #jira UE-36317 Change 3202620 on 2016/11/17 by Daniel.Lamb Fixed issue with some objects being garbage collected which shouldn't be because the collection handler didn't get registered. Commandlets now do not always have GIsRequestingExit true. Made crash handler check for commandlets running and exit appropriately. #test Rebuild lighting QAGame Change 3202955 on 2016/11/17 by Daniel.Lamb Add support for clearing all the cached cooked platform data for a platform when requested. #test cook QA game #jira UE-38361 Change 3202983 on 2016/11/17 by Daniel.Lamb Added support to rebuild lightmaps commandlet for building lightmaps in seperate files. #test rebuild lighting Custom QAGame maps. #jira OR-31907 Change 3203128 on 2016/11/17 by Josh.Adams - Fixed split screen user selection in ShooterGame (brought over some changes from NickD for it as well) Change 3203537 on 2016/11/18 by Dmitry.Rekman Fix ProjectWorldToScreen node for letterboxed viewports. (Merging CL 3201546 from Wombat to Dev-Platform). Change 3203540 on 2016/11/18 by Dmitry.Rekman Linux: be more verbose when setting vblank sync. (Merging CL 3199633 from Private-Wombat to Dev-Platform). Change 3203599 on 2016/11/18 by Dmitry.Rekman Speedup bForceCompilationAtStartup=True when nothing changed (UE-37067). - PR #2849: Contributed by slonopotamus. Change 3203610 on 2016/11/18 by Dmitry.Rekman Add CEF support for Linux (UE-6743). Change 3203615 on 2016/11/18 by Dmitry.Rekman Linux: fix bootstrap script so it is independent of working dir (UE-37016). - PR #2842 contributed by slonopotamus Change 3203645 on 2016/11/18 by Dmitry.Rekman Linux: fix UnrealCEFSubProcess. Change 3203658 on 2016/11/18 by Dmitry.Rekman Remove hard-coded paths to mono binary (UE-35228). - Another way to implement pull request #2741. Change 3203770 on 2016/11/18 by Josh.Adams - Brought over some changes from Dev-Core to not crash in AsyncLoading with debug code Change 3204244 on 2016/11/18 by Dmitry.Rekman Unsuppress mistakenly suppressed warnings and fix one more (UE-38788). Change 3204277 on 2016/11/18 by Brent.Pease + Fix seamless looping bug found on Dan's QAGame test + Fix static analyzer warning (which was a real bug with uncompressed streaming) + Code review feedback from Aaron + Small addition from channel sync ios bug fix Change 3204576 on 2016/11/18 by Omar.Rodriguez Expose the bEnableRemoteNotificationsSupport ini setting in the iOS project settings. Change 3204629 on 2016/11/18 by Chris.Babcock Fix case of VulkanSwapChain.h #include #jira UE-38843 #ue4 #vulkan Change 3204708 on 2016/11/18 by Josh.Adams - Set SwitchMoviePlayer to include the libs from the proper directory Change 3204730 on 2016/11/18 by Josh.Adams - Changed a check to a checkf to narrow down why FMaterialUniformExpressionType::GetTypeMap().FindRef(TypeName) is returning nullptr on tvOS Change 3204865 on 2016/11/18 by Brent.Pease + Turn off ios console logs on Windows to help sort through ios packaging and launch-on issues - This is NOT a fix but it should make it easier to track down the problem with it off. Change 3204883 on 2016/11/18 by Dmitry.Rekman Linux: fix native LaunchOn (UE-38616). Change 3204914 on 2016/11/18 by Brent.Pease + Turn off the device check to prevent it from conflicting with remote packaging/launch-on Change 3204940 on 2016/11/18 by Josh.Adams Backing out changes to the profiler for Switch. Shouldn't have checked it in today during smoke Change 3204952 on 2016/11/18 by Dmitry.Rekman Linux: fix bootstrap script (UE-38851). - Caused by UE-37016. Change 3205630 on 2016/11/21 by Brent.Pease + Fix audio sound queuing bug by ensuring audio buffers are not reused by different sound source objects. + Cleaned up the locking mechanism around stopping sound sources to make its intent and function are clear + Cleaned up memory tracking and freeing. #jira ue-38846 Change 3205787 on 2016/11/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) [CL 3206922 by Josh Adams in Main branch]
2016-11-21 20:27:58 -05:00
Agenda.AddTarget("CrashReportClient", CrashReportPlatform, UnrealTargetConfiguration.Shipping, InAddArgs: " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"");
}
}
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
if (Params.HasProgramTargets && (TargetMask & ProjectBuildTargets.Programs) == ProjectBuildTargets.Programs)
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
List<UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();
foreach (var BuildConfig in Params.ClientConfigsToBuild)
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
foreach (var ClientPlatformType in UniquePlatformTypes)
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath);
}
}
}
UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0);
if (WorkingCL > 0) // only move UAT files if we intend to check in some build products
{
UE4Build.AddUATFilesToBuildProducts();
}
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
if (WorkingCL > 0)
{
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles);
// Open files for add or edit
UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
}
LogInformation("********** BUILD COMMAND COMPLETED **********");
}
#endregion
}