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// Copyright Epic Games, Inc. All Rights Reserved.
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
using System.Xml;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using UnrealBuildBase;
namespace AutomationTool.Tasks
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
/// <summary>
/// Parameters for a copy task
/// </summary>
public class DeleteTaskParameters
{
/// <summary>
/// List of file specifications separated by semicolons (for example, *.cpp;Engine/.../*.bat), or the name of a tag set
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
[TaskParameter(Optional = true, ValidationType = TaskParameterValidationType.FileSpec)]
public string Files { get; set; }
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// List of directory names
/// </summary>
[TaskParameter(Optional = true)]
public string Directories { get; set; }
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3079316 on 2016/08/05 by Ben.Marsh Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header. Change 3080579 on 2016/08/08 by Ben.Marsh Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h. Change 3080587 on 2016/08/08 by Ben.Marsh StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h. Change 3080789 on 2016/08/08 by Ben.Marsh Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them. Change 3080815 on 2016/08/08 by Ben.Marsh BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information. Change 3081374 on 2016/08/08 by Ben.Marsh UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment. Change 3083152 on 2016/08/09 by Ben.Marsh PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous) Change 3084039 on 2016/08/10 by Ben.Marsh BuildGraph: Add additional markup for parameter attributes. Also improve some documation. Change 3084240 on 2016/08/10 by Ben.Marsh Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times. Change 3084337 on 2016/08/10 by Ben.Marsh UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense. Change 3085594 on 2016/08/11 by Ben.Marsh Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now. Change 3085999 on 2016/08/11 by Ben.Marsh Add some missing #pragma once directives. Change 3086146 on 2016/08/11 by Ben.Marsh Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file. Change 3086172 on 2016/08/11 by Ben.Marsh Fixup some C-style header guards to use #pragma once instead. Change 3087289 on 2016/08/12 by Ben.Marsh Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files) Change 3087310 on 2016/08/12 by Ben.Marsh Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module. Change 3087341 on 2016/08/12 by Ben.Marsh UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included. Change 3087457 on 2016/08/12 by Ben.Marsh Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h). Change 3088407 on 2016/08/13 by Ben.Marsh Replace use of Windows SIZE_T define with the regular C++ size_t. Change 3088416 on 2016/08/13 by Ben.Marsh Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything. Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH. Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included. Change 3088544 on 2016/08/14 by Ben.Marsh Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it. Change 3088552 on 2016/08/14 by Ben.Marsh Fix compile errors for some modules that don't already include CoreUObject.h. Change 3088925 on 2016/08/15 by Ben.Marsh Remove circular include dependencies from VulkanRHI. Change 3088926 on 2016/08/15 by Ben.Marsh Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead. Change 3088930 on 2016/08/15 by Ben.Marsh Remove circular include dependency from PhysX. Change 3088935 on 2016/08/15 by Ben.Marsh OnlineSubsystemUtils: Move CPP files out of public header directory. Change 3088965 on 2016/08/15 by Ben.Marsh Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules. Change 3088966 on 2016/08/15 by Ben.Marsh Engine: Move CPP files out of public header directories. Change 3089520 on 2016/08/15 by Ben.Marsh BuildGraph: Change documentation command to output markdown. Change 3090299 on 2016/08/16 by Ben.Marsh D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation. Change 3090303 on 2016/08/16 by Ben.Marsh Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue. Change 3091861 on 2016/08/17 by Ben.Marsh Remove circular header dependencies, and fix ambiguous include paths in OSVR. Change 3092068 on 2016/08/17 by Ben.Marsh Moving VulkanDynamicRHI into its own header. Change 3093133 on 2016/08/18 by Ben.Marsh EC: Include additional context lines for Clang errors. Change 3093147 on 2016/08/18 by Ben.Marsh UBT: Add an error message when attempting to do a single-file compile with the wrong target selected. Change 3093228 on 2016/08/18 by Ben.Marsh Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config. [CL 3093264 by Ben Marsh in Main branch]
2016-08-18 10:28:43 -04:00
/// Whether to delete empty directories after deleting the files. Defaults to true.
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
[TaskParameter(Optional = true)]
public bool DeleteEmptyDirectories { get; set; } = true;
/// <summary>
/// Whether or not to use verbose logging.
/// </summary>
[TaskParameter(Optional = true)]
public bool Verbose { get; set; } = false;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
/// <summary>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3079316 on 2016/08/05 by Ben.Marsh Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header. Change 3080579 on 2016/08/08 by Ben.Marsh Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h. Change 3080587 on 2016/08/08 by Ben.Marsh StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h. Change 3080789 on 2016/08/08 by Ben.Marsh Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them. Change 3080815 on 2016/08/08 by Ben.Marsh BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information. Change 3081374 on 2016/08/08 by Ben.Marsh UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment. Change 3083152 on 2016/08/09 by Ben.Marsh PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous) Change 3084039 on 2016/08/10 by Ben.Marsh BuildGraph: Add additional markup for parameter attributes. Also improve some documation. Change 3084240 on 2016/08/10 by Ben.Marsh Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times. Change 3084337 on 2016/08/10 by Ben.Marsh UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense. Change 3085594 on 2016/08/11 by Ben.Marsh Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now. Change 3085999 on 2016/08/11 by Ben.Marsh Add some missing #pragma once directives. Change 3086146 on 2016/08/11 by Ben.Marsh Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file. Change 3086172 on 2016/08/11 by Ben.Marsh Fixup some C-style header guards to use #pragma once instead. Change 3087289 on 2016/08/12 by Ben.Marsh Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files) Change 3087310 on 2016/08/12 by Ben.Marsh Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module. Change 3087341 on 2016/08/12 by Ben.Marsh UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included. Change 3087457 on 2016/08/12 by Ben.Marsh Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h). Change 3088407 on 2016/08/13 by Ben.Marsh Replace use of Windows SIZE_T define with the regular C++ size_t. Change 3088416 on 2016/08/13 by Ben.Marsh Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything. Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH. Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included. Change 3088544 on 2016/08/14 by Ben.Marsh Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it. Change 3088552 on 2016/08/14 by Ben.Marsh Fix compile errors for some modules that don't already include CoreUObject.h. Change 3088925 on 2016/08/15 by Ben.Marsh Remove circular include dependencies from VulkanRHI. Change 3088926 on 2016/08/15 by Ben.Marsh Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead. Change 3088930 on 2016/08/15 by Ben.Marsh Remove circular include dependency from PhysX. Change 3088935 on 2016/08/15 by Ben.Marsh OnlineSubsystemUtils: Move CPP files out of public header directory. Change 3088965 on 2016/08/15 by Ben.Marsh Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules. Change 3088966 on 2016/08/15 by Ben.Marsh Engine: Move CPP files out of public header directories. Change 3089520 on 2016/08/15 by Ben.Marsh BuildGraph: Change documentation command to output markdown. Change 3090299 on 2016/08/16 by Ben.Marsh D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation. Change 3090303 on 2016/08/16 by Ben.Marsh Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue. Change 3091861 on 2016/08/17 by Ben.Marsh Remove circular header dependencies, and fix ambiguous include paths in OSVR. Change 3092068 on 2016/08/17 by Ben.Marsh Moving VulkanDynamicRHI into its own header. Change 3093133 on 2016/08/18 by Ben.Marsh EC: Include additional context lines for Clang errors. Change 3093147 on 2016/08/18 by Ben.Marsh UBT: Add an error message when attempting to do a single-file compile with the wrong target selected. Change 3093228 on 2016/08/18 by Ben.Marsh Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config. [CL 3093264 by Ben Marsh in Main branch]
2016-08-18 10:28:43 -04:00
/// Delete a set of files.
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
[TaskElement("Delete", typeof(DeleteTaskParameters))]
public class DeleteTask : BgTaskImpl
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
readonly DeleteTaskParameters _parameters;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Constructor
/// </summary>
/// <param name="parameters">Parameters for this task</param>
public DeleteTask(DeleteTaskParameters parameters)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
_parameters = parameters;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
/// <summary>
/// ExecuteAsync the task.
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
/// <param name="job">Information about the current job</param>
/// <param name="buildProducts">Set of build products produced by this node.</param>
/// <param name="tagNameToFileSet">Mapping from tag names to the set of files they include</param>
public override Task ExecuteAsync(JobContext job, HashSet<FileReference> buildProducts, Dictionary<string, HashSet<FileReference>> tagNameToFileSet)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
if (_parameters.Files != null)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
// Find all the referenced files and delete them
HashSet<FileReference> files = ResolveFilespec(Unreal.RootDirectory, _parameters.Files, tagNameToFileSet);
foreach (FileReference file in files)
Copying //UE4/Odin-Staging to //UE4/Dev-Main (Source: //Odin/Main @ 3226588) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3226413 on 2016/12/07 by Jeff.Farris Fixed potential crash in USkeletalMeshComponent::InitArticulated(). Change 3226257 on 2016/12/07 by Mike.Beach Mirroring CL 3219381 from Dev-Blueprints Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3226147 on 2016/12/07 by Aaron.McLeran Implementing UE-39421 fix into odin Change 3225906 on 2016/12/07 by Jeff.Farris Merge-copied 3216144 from Dev-Framework to Odin (Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.) Change 3225097 on 2016/12/07 by Zak.Middleton #odin-ue4 - Fix GameEngine.cpp compile error (FMessageDialog not declared). Change 3225050 on 2016/12/07 by Jeff.Farris Added forward declaration to IOculusRiftPlugin.h to fix compile error in Test builds. Change 3224757 on 2016/12/07 by Ben.Marsh Merge CL 3224750 from //UE4/Main: Removing -forcelogflush parameter from UAT invocations of the editor to improve cook times. Change 3224451 on 2016/12/06 by Max.Chen Sequencer: Fix convert spawnable to posessable. Logic for setting the parent was mistakenly removed in runtime eval. Copy from Dev-Sequencer #jira UE-39419 Change 3223856 on 2016/12/06 by Guillaume.Abadie Fixes merge collision of Base Pass's selective outputs and MSAA alpha to coverage Change 3223673 on 2016/12/06 by Zak.Middleton #odin-ue4 - Fixed crash when opening data table assets and working with some types of nodes in the graph editor. Merged fixes from Dev-Editor: CL 3156326, 3172078, 3187276, 3210983. Change 3223381 on 2016/12/06 by Nick.Whiting Merging using UE4_MAIN_to_ODIN @ CL 3221533 Change 3223325 on 2016/12/06 by Alex.Delesky Plugin wizard definition for creating Odin game mods. Currently this just creates an empty Content Only plugin. This also enables the mod creation window to be shown on editor startup (can be toggled off) or invoked via a toolbar button. Change 3221825 on 2016/12/05 by Nick.Whiting Updating VCToolChain.cs file, which was skipped in last integration Change 3221793 on 2016/12/05 by Zak.Middleton #odin - Back out changelist 3218159. Going to move to trace by profile in the future instead. Change 3219668 on 2016/12/02 by Alex.Delesky Partially duplicating CL 3185126 into Odin: -Fixes an issue where adding a new plugin could unnecesarily added to the additional plugin directory, which can cause build failures. Change 3219558 on 2016/12/02 by Zak.Middleton #odin - Fix adapative pixel density crash (again). INI settings are dumb and locally saved INIs ignore the change to the base I pushed yesterday, so pushing a code fix instead. Wrapped in "DO NOT MERGE" since this crash is fixed in Dev-VR. Change 3218953 on 2016/12/02 by Alex.Delesky Back out changelist 3216159 - Reintroducing Plugin Wizard Definition for defining New Plugin Wizard functionality Change 3218822 on 2016/12/02 by Matthew.Griffin Remove modding from folder paths Add logging for delete task Delete more temp files from Copy and DDC process Change 3218410 on 2016/12/01 by Zak.Middleton #ue4-odin - Fix crash when unloading levels or exiting the editor when objects placed in levels had a MID set in construction scripts. CLs from Dev-Editor: 3203739, 3205814 Change 3218277 on 2016/12/01 by Zak.Middleton #ue4-odin - Fixed crash when opening data table assets. Merged small fixes from Dev-Editor: CL 3156326, 3172078, 3187276. #jira ODIN-2096 Change 3218178 on 2016/12/01 by Jeff.Farris Fix for bad merge in InheritableComponentHandler (discovered via shadow var warning) Change 3218159 on 2016/12/01 by Zak.Middleton #ue4-odin - Wrap blueprint trace functions using trace channels to a generic helper that uses any collision channel. Before we decide whether to expose object channel or general collision channel functions to blueprints, this allows games to at least build off the general functions. Change 3216502 on 2016/11/30 by Nick.Whiting Missed files from merge Change 3216490 on 2016/11/30 by Nick.Whiting Merge Main -> Odin, up to CL 3202946 Change 3216159 on 2016/11/30 by Zak.Middleton #odin - Back out changelist 3216005 Change 3216005 on 2016/11/30 by Alex.Delesky Adding the IPluginWizardDefinition interface, which is used to determine the functionality of the new plugin wizard along with what kind of plugins can actually be created. This can be used to change the behavior of the plugin wizard to create new game mods. Change 3215329 on 2016/11/30 by Jeff.Farris Re-expose collision settings on EQSTestingPawn so users can make the test pawn agent dimensions match the pawn they are trying to simulate. Change 3213875 on 2016/11/29 by Jeff.Farris Turned off collision on EQSRenderingComponent for EQSTestingPawns. Fixes issue with bogus agent dimensions. Change 3213027 on 2016/11/29 by Matthew.Griffin Added Modding Build steps to copy everything needed for an installed editor build Added BuildCommand to run GenerateDistillFileSetsCommandlet and copy the resulting file list to another location Fix for APEX .pdb paths Change 3206638 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class Change 3206175 on 2016/11/21 by Nick.Atamas #umg exposed support for explicit wrap width in WrapBox. Change 3204658 on 2016/11/18 by Alan.Villani #odin Wiring up new intro cinematic to game flow. Change 3201200 on 2016/11/16 by Alan.Villani #odin Spectator/Leaderboards: Added console var vr.bAllowSpectatorTexture to enable/disable the display of the spectator texture. Also enabling spectator panel and leaderboards with this change. Change 3201064 on 2016/11/16 by Wyeth.Johnson Support new billboards Change 3199357 on 2016/11/15 by Alan.Villani #odin OnlineSubsystemOculus: Removing logging now that problem has been fixed. Change 3199302 on 2016/11/15 by Alan.Villani #odin OnlineSubsystemOculus: Skip reinit if not a successful init in ovr_ResetInitAndContext(). Also added logging to shutdown. Change 3198947 on 2016/11/15 by Alan.Villani #odin Spectator/Leaderboards: Reinstating CL 3197812 with fix to make InitWithWindowsPlatform() return warnings instead of errors. Change 3198803 on 2016/11/15 by Jeff.Farris Copied CL 3198691 frojm Dev-Sequencer (Sequence Recorder: Optimize record transforms by setting all the keyframes at once. Also, added option to toggle removing redundant keyframes from the recorded tracks.) Change 3198525 on 2016/11/15 by Alan.Villani #odin ODIN-1758. Spectator/Leaderboards: Back out changelist 3197812. This change was causing the automated packaged build to fail. Since the root cause hasn't been found, reverting the change. Change 3197909 on 2016/11/15 by Alan.Villani #odin OnlineSubsystemOculus: Fix for linking issue with Odin Monolithics build. Change 3197812 on 2016/11/14 by Alan.Villani #odin Spectator and leaderboard code support: Support for enhanced oculus leaderboard functionality. Player's score is uploaded on FinishLevel(). Added delegate function to allow Rift render code to render an additional passed in texture - this is used to display spectator information in the mirrored window. GetMissionRowName() can now return the row name for the intro mission. This is only code support. Blueprint support to follow. Change 3196940 on 2016/11/14 by Nick.Whiting Fix for include path Change 3196897 on 2016/11/14 by Nick.Whiting Integrating IKinema plugin. Note that there are some deprecation warnings that have not been fixed up because of the refactoring. We're going to avoid fixing that up for now, because it's a large refactor, and the plugin is only needed for this week. Change 3194897 on 2016/11/11 by Zak.Middleton #ue4 - (Odin) -- Downgrade warning log spam when sweeping skeletal mesh components. Change 3194799 on 2016/11/11 by Nick.Atamas Added better normals for curved WidgetComponent. Change 3194697 on 2016/11/11 by Chris.Bunner Duplicated CL 3194665 from Dev-Rendering: Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles. Change 3194383 on 2016/11/11 by Zak.Middleton #ue4 - (Odin) - Avoid calling ComponentOverlapComponent() when handling overlap checks if either component is a SkeletalMeshComponent. That function returns false for those, however a normal global overlap check would return a valid result. Also elevated warnings (from log) when trying to use above function with SkeletalMeshComponents. Change 3194380 on 2016/11/11 by Zak.Middleton #ue4 - (Odin) - UPrimitiveComponent::GetCollisionEnabled() checks the owner Actor enable collision setting. Handles cases where the BodyInstance doesn't have physics state. Also merge CL 3136709 to fix overlap events spam. Change 3192616 on 2016/11/09 by Zak.Middleton #odin - Jump arcs only draw in editor if Navigation is shown, or when selected in editor. Change 3192310 on 2016/11/09 by Daniel.Wright [Copy] Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading Change 3191042 on 2016/11/08 by Nick.Atamas #slate/umg Added SetIsExapanded_Animated() method to SExpandableArea. Added anim length to ExpandableArea's widget style. Change 3190411 on 2016/11/08 by Guillaume.Abadie Adds some randomness in particul collisions. Change 3186455 on 2016/11/03 by Stanley.Hayes Fixed Tangents the mesh generation of Widget Component, now works with Bump Offset! -- The Impl for non-planar widgets is wrong but works as a temp fix Change 3186335 on 2016/11/03 by Alan.Villani #odin Oculus Input: Fix for haptic feedback not processing unless both touch controllers are active. Change 3184215 on 2016/11/02 by Daniel.Wright Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only Change 3182542 on 2016/11/01 by Nick.Atamas Applied feedback after code review: - Fixed bug with incorrectly assigned LocalHitLocation - PerformTrace is now const - Clarified comments. Potentially fixed jira ODIN-1590, pending verification. Change 3181845 on 2016/11/01 by Nick.Atamas Details panel filters now show a distinct visual state (yellow highlight) when a filter is active. https://jira.it.epicgames.net/browse/UE-11088 Change 3179037 on 2016/10/28 by Zak.Middleton #ue4 - (Odin) - Avoid crash in PropertyChangeListener when WeakObjectPtr goes null. Prevent passing null objects in array to delegates that don't null check the elements. Repro steps still unclear, adding ensure() to catch it for more info. Change 3177127 on 2016/10/27 by Alan.Villani #odin Menu Shell: Put in cvar to allow disabling of haptics. Change 3174582 on 2016/10/26 by Zak.Middleton #ue4 - Changed Actor::GetForwardVector, GetUpVector, and GetRightVector to just wrap to the FQuat functions. These use inline constants rather than a memory fetch to the static FVector::ForwardVector etc, so the multiplies are better optimized in-place by the compiler (ie with constant folding). Change 3174401 on 2016/10/25 by Maciej.Mroz In nativized code Nullptr is always casted to UObject type. #jira ODIN-1560 Change 3173310 on 2016/10/25 by Guillaume.Abadie Fix a bug in the forward shading particule collision hack using ddx/ddy to compute the normal and implement an accurate way of compute the normal requiering two addtional scene depth buffer fetches for neighboorhing pixels and use it as default. Change 3172997 on 2016/10/24 by Nick.Atamas Cylindrical Widget - First Pass Support. Change 3172707 on 2016/10/24 by Nick.Whiting Integrating fix for haptic effects with sound waves crashing when no sound wave is loaded. Change 3172167 on 2016/10/24 by Jeff.Farris Merged 3120587 from Dev-Sequencer to Odin (Fbx Export: Fix double transforms on an exported mesh.) Change 3170221 on 2016/10/21 by Zak.Middleton #ue4 - Fix projectiles and characters not moving at all when frame delta time is very low (time dilation is very low, framerate is very high, or a combination of both). Change 3170036 on 2016/10/20 by Zak.Middleton #ue4 - Make Ragdoll collision profile ignore Visibility channel (to match CharacterMesh collision profile). Change 3169728 on 2016/10/20 by Zak.Middleton #ue4 - Fix comment. Change 3169727 on 2016/10/20 by Zak.Middleton #ue4 - Fix spacing/indentation. Change 3169277 on 2016/10/20 by Zak.Middleton #ue4 - Lower default simulations per second in PredictProjectilePath. Now that it is more accurate (after CL 3124174), this will still maintain quality with better performance. Change 3169272 on 2016/10/20 by Zak.Middleton #ue4 - Change some array Reset() calls back to Empty(), since blueprints typically keep these arrays around forever and we don't want them to stay large. Change 3168157 on 2016/10/19 by Jeff.Farris Merging 3168079 from Dev-Framework to Odin (Fix timing issue that causes snapshotpose to t-pose.) Change 3167894 on 2016/10/19 by Chris.Bunner Updated tooltip comment. Change 3167569 on 2016/10/19 by Jeff.Farris #engine Fixed issue with cine camera component where blueprint-accessible FOV data could be incorrect in some circumstances Change 3166950 on 2016/10/18 by Zak.Middleton #ue4 - Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656. Change 3166807 on 2016/10/18 by Zak.Middleton #ue4 - Make all GameplayStatics functions take const WorldContextObjects, so they are more usable from C++. Change 3166540 on 2016/10/18 by Jeff.Farris Merging 3164818 from Dev-Framework to Odin (Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll.) Change 3166323 on 2016/10/18 by Jeff.Farris #engine Fixed issue where Navlink smartlinks wouldn't respect the Direction property proprely. Change 3163415 on 2016/10/14 by Chris.Bunner Allow surface actor particles to inherit UV coordinates through the dynamic parameter struct. Change 3162716 on 2016/10/13 by Jeff.Farris #engine Made UPathFollowingComponent::HasReachedCurrentTarget() virtual Change 3161602 on 2016/10/13 by Jeff.Farris #engine removed a comment I left in Change 3161037 on 2016/10/12 by Alan.Villani #odin Loading Screens: Modified AsyncLoadingSplash to use platform specific max layer number. Change 3160690 on 2016/10/12 by Jeff.Farris #engine Added PathFollowingComponent::bIsDecelerating to know when AI is in its "decelerate at the end of the path" state Change 3160686 on 2016/10/12 by Jeff.Farris #engine Fixed comment on NavMovementComponent::bUseAccelerationForPaths Change 3160200 on 2016/10/12 by Zak.Middleton #odin - Added Odin versions of Sphere, Capsule, Box trace functions taking any trace channel. Change 3156847 on 2016/10/10 by Maciej.Mroz #jira ODIN-1345 In nativized code, value of output array parameter is reset before the funtion, that will fill the parameter, is called. The same mechanism is already used by bytecode comiler. Change 3155495 on 2016/10/07 by Zak.Middleton #ue4 - RootComponent fixup in AActor::PostLoadSubojects should handle constructors that also try to fix up the old root component on their own. Additionally we should attach the old root component to the new one, otherwise it has no parent. Change 3154962 on 2016/10/07 by Chris.Bunner Duplicating CL 3148934, 3148994 from Dev-Rendering - Added pre-skinned local position material graph node, vertex shader only. Change 3154255 on 2016/10/06 by Zak.Middleton #ue4 - Add AIController to the delegate for move completion for blueprint "AI Move To Location or Actor" nodes, so you can know which AI finishes the move. Change 3154217 on 2016/10/06 by Mike.Beach Backing out changelist 3146883, as it was causing properties to clear on load (in Gun_Shotgun/BP_RightHand). Change 3154199 on 2016/10/06 by Zak.Middleton #ue4 - Inline a few simple functions in UKismetSystemLibrary for performance in nativized builds. Change 3153427 on 2016/10/06 by Jeff.Farris Updated Oculus AppID to the full game ID Change 3148205 on 2016/10/02 by Zak.Middleton #ue4 - Perf: Add simple path for UPrimitiveComponent::UpdatePhysicsVolume() when there are no physics volumes placed in a level. Avoid checking overlapping components for any volumes at all. Change 3148089 on 2016/10/01 by Phillip.Kavan Merging in CLs 3148022 and 3148033 from //UE4/Dev-Blueprints/... Note: These were dependent on the following additional CLs, which have also been merged in: => 3081010,3116021,3123581,3131318,3132348,3133072,3133817,3137800,3137851 Change 3148054 on 2016/10/01 by Nick.Whiting Adding much smaller footprint entitlement check Change 3147910 on 2016/10/01 by Nick.Whiting Back out changelist 3147807 Change 3147909 on 2016/10/01 by Nick.Whiting Back out changelist 3147787 Change 3147810 on 2016/09/30 by Zak.Middleton #odin - Fix "Delay" nodes in macros not working correctly. This made simultaneous instances of our "UndilatedDelay" and "0-1 Lerp" macros incorrect. (Mirror CL 3119502 from Dev-Blueprints) Change 3147807 on 2016/09/30 by Nick.Whiting Blueprint cyclic dependency fixes, submitted on behalf of DanO. Change 3147787 on 2016/09/30 by Nick.Whiting Adding Oculus Entitlement check for Odin Change 3147732 on 2016/09/30 by Daniel.Wright From Guillaume: Skip ClearStencilFromBasePass by using a single bit of stencil as a sandbox bit. This requires all passes that use stencil to setup a proper read / write mask, as other stencil bits will be non-zero. Saves .14ms Change 3147285 on 2016/09/30 by Dan.Oconnor Back out changelist 3147258 Introduced "Detaching from existing linker" crash Change 3147258 on 2016/09/30 by Dan.Oconnor Making sure we defer objects that have unserialized archetypes Change 3146985 on 2016/09/30 by Daniel.Wright Skip Prepass ResolveSceneDepthTexture if there's no way decals or shadows will use it, since there's another resolve after the base pass. Saves .1ms in the planar reflection pass. Change 3146883 on 2016/09/30 by Dan.Oconnor Fix for component data getting lost on load. Two primary causes: 1. Loading component, then loading its template and reinitializing it from parent 2. Discarding inheritable component handler on load because it 'matched' the unloaded super (or it was unloaded and matched a loaded super, or both of them weren't yet loaded and they matched) Change 3145504 on 2016/09/29 by Daniel.Wright Capsule indirect shadows are now affected by DynamicShadows showflag Change 3145416 on 2016/09/29 by Wyeth.Johnson optimized vector to radial value to use atan2fast. Small polish to weapon available indicators, slightly smaller, radial res in, get brighter right before pickup to match the glow transition Change 3144359 on 2016/09/28 by Zak.Middleton #ue4 - Add IsPointInBox() and IsPointInBoxWithTransform() to KismetMathLibrary. Change 3144302 on 2016/09/28 by Daniel.Wright New SceneCapture functions for managing the ShowOnly list: RemoveShowOnlyComponent, RemoveShowOnlyActorComponents, ClearShowOnlyComponents Change 3144210 on 2016/09/28 by Daniel.Wright Manual copy - Shadow stencil optimisation from Ben Woodhouse with cvar (enabled by default). Saves .2ms in Odin. Change 3144208 on 2016/09/28 by Daniel.Wright Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970 Change 3143778 on 2016/09/28 by Ryan.Vance Disabling motion blur scale behavior. We want the motion blur scale to be consistent regardless of time dilation. Cleaning up the velocity bias change made yesterday for odin, need to ensure it doesn't make it back to main as it will break TAA. Change 3143728 on 2016/09/28 by Jeff.Farris Made AIController::MoveTo virtual Change 3142740 on 2016/09/27 by Nick.Whiting Fix for dynamic object velocity rendering not working. MSAA was breaking it, needed to add a bias in the VelocityShader in order to pass depth tests Change 3142665 on 2016/09/27 by Ryan.Vance Fixing incorrect uniform/buffer references for passes that aren't drawn with ISR when ISR is turned when using forward. Change 3142488 on 2016/09/27 by Zak.Middleton #ue4 - Expose Character::MovementModeChangedDelegate to blueprints. Fix category on OnReachedJumpApex event. Change 3142360 on 2016/09/27 by Frank.Fella Sequencer - Don't crash when a bool track or visibility track has a null runtime object. Change 3142204 on 2016/09/27 by Zak.Middleton #odin - Nav jump links update their nav data in realtime as the start and end points are moved. Still need to color the predicted path based on the nav data. Change 3141695 on 2016/09/27 by Guillaume.Abadie Fixes depth buffer collision on GPU particle in the forward render by computing the world normal using a cross(ddx(), ddy()) of the world position. #review-3141656 @ben.woodhouse Change 3141013 on 2016/09/27 by Zak.Middleton #ue4 - NavLinkProxy properly calls SetNavigationRelevancy() when created in the editor. Fixes the need to uncheck/recheck bSmartLinkIsRelevant. Change 3140878 on 2016/09/26 by Zak.Middleton #ue4 - Add MarkRenderStateDirty() to UNavLinkCustomComponent::SetLinkData(), so visualizers update asap after link data changes. Change 3140863 on 2016/09/26 by Nick.Whiting Adding in vr.MonoCapture, which disables the right eye for capturing in order to give a performance boost Change 3140790 on 2016/09/26 by Zak.Middleton #ue4 - Make LineBatchComponent's FLineBatcherSceneProxy::GetViewRelevance() respect show flags (such as hidden in game). Change 3140175 on 2016/09/26 by Dan.Oconnor Mirror of 3140143 #jira UE-36395 Change 3139622 on 2016/09/26 by Maciej.Mroz Fixed const local variables in Nativized code Change 3139257 on 2016/09/24 by Jeff.Farris Added GetGrabbedComponent() to UPhysicsHandleComponent. Change 3139050 on 2016/09/23 by Nick.Whiting Support for trailer capturing, as well as gamepad controls for adjustment Change 3138644 on 2016/09/23 by Zak.Middleton #ue4 - Added FPredictProjectilePathPointData::Reset(). Presize path points array in UGameplayStatics::PredictProjectilePath(). Change 3138521 on 2016/09/23 by Ryan.Vance #jira UE-36114 We need to bind the right eye's forward lighting state when ISR is enabled and branch depending on which eye instance we're drawing. Added a copy of FForwardGlobalLightData, NumCulledLightsGrid CulledLightDataGrid, and ForwardLocalLightBuffer for the right eye and set them when drawing with ISR Moved ForwardLightingResources from FViewInfo up to FSceneView for access Removed USE_CULLED_LOCAL_LIGHTS as it wasn't being used and complicated the shader refactor TODO: This can be greatly simplified by generating the FForwardGlobalLightData uniform assignment shader code similar to how I'm handling the view uniforms. To clean up the branching for the grid buffers we should write both eyes into a single buffer and just use an offset. Change 3138178 on 2016/09/23 by Zak.Middleton #ue4 - Add FVector::DistXY() and Dist2D() (as an alias). Add FVector::Distance() as an alias for Dist(), and FVector::DistSquared2D() as an alias for DistSquaredXY(). Fixed comment in FVector2D::Distance() saying it was the squared distance. - This is more in line with the Size2D(), SizeSquared2D(), GetSafeNormal2D() naming, but maintains backwards compat for a large amount of code. Change 3138162 on 2016/09/23 by Lukasz.Furman fixed navmesh crash on attempt to regenerate an empty tile layer Change 3137578 on 2016/09/23 by Maciej.Mroz #jira ODIN-1017 [Nativization] Crash while loading Hub_env level Ensured, that CreateExport (and fully construction) is called for loaded DynamicClass. Change 3136774 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. #jira ODIN-1013 Change 3136491 on 2016/09/22 by Jeff.Farris Removed an unnnecessary ensure in ApplyPhysicalAnimationProfileBelow. Change 3136412 on 2016/09/22 by Zak.Middleton #ue4 - Inlined more functions in KismetMathLibrary that used error reporting (eg divide by zero errors). Moved the actual error reporting to the cpp so the inline overhead and compilation overhead is negligible. Change 3136288 on 2016/09/22 by Zak.Middleton #ue4 - Inline KismetMathLibrary functions where appropriate. Improves performance in nativized builds where the calls were not inlined even for the most simple functions (like "Not Bool", "Add Ints"). Change 3136162 on 2016/09/22 by Ben.Marsh Merge CL 3136158 to fix issues generating project files with Visual Studio Express. Change 3135403 on 2016/09/22 by Jeff.Farris GameplayStatics::ApplyPointDamage and ApplyDamage now return the actual damage that was applied Change 3135052 on 2016/09/21 by Zak.Middleton #ue4 - Add new GameplayStatics::PredictProjectilePath functions with added functionality. - Option to trace for collision by trace channel, object type, or both. - Added versions that take input and output struct parameters. - Output now includes location, velocity, and time for each point on the path. Change 3134757 on 2016/09/21 by Guillaume.Abadie Removes all resolve operations from distortion pass and support MSAA for the forward shader. #review-3134758 @daniel.wright Change 3134635 on 2016/09/21 by Jeff.Farris Merged from Dev-Physics-Upgrade to Odin. This is the upgrade to PhysX 3.4. Change 3134101 on 2016/09/21 by David.Hill Post process CombineLUT shouldn't be per eye. Also disable weighted-average post process passes for bloom when filter size is set to zero. #review-3134102 @chris.bunner Change 3133191 on 2016/09/20 by Guillaume.Abadie Normalizes material's Opacity Mask according to Opacity Mask Clip Value. Change 3133082 on 2016/09/20 by Brian.Karis Static light source shapes in reflection captures will fade out when outside influence instead of going black. Change 3132936 on 2016/09/20 by Jeff.Farris Fixed some engine issues with setting mass overrides. Change 3132821 on 2016/09/20 by Guillaume.Abadie Adds support for MSAA on masked material using shader implemented alpha to coverage. #review-3130154 @daniel.wright Change 3132522 on 2016/09/20 by Zak.Middleton #ue4 - Cache conversion of WalkableSlopeAngle to the cosine value in FWalkableSlopeOverride struct, when used in the override modes. Avoids computing this conversion (potentially multiple times per frame) for every character movement move and floor test. Change 3130457 on 2016/09/19 by Daniel.Wright Reuse ESceneColorFormatType::HighEndWithAlpha if the format allows it - prevents two scene color textures being allocated with planar reflections with r.SceneColorFormat=4 Change 3129467 on 2016/09/16 by Zak.Middleton #ue4 - Improve Accuracy of final point in UGameplayStatics::PredictProjectilePath() to respect MaxSimTime. Previously the sim could have exceeded the max time if (MaxSimTime / SimFrequency) had a fractional part. Change 3129327 on 2016/09/16 by Daniel.Wright Added r.NormalCurvatureToRoughnessExponent for tweaking NormalCurvatureToRoughness is now applied to clearcoat roughness Change 3129324 on 2016/09/16 by Daniel.Wright Added r.TemporalAACurrentFrameWeight for debugging Change 3128812 on 2016/09/16 by Daniel.Wright Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3. Change 3128811 on 2016/09/16 by Daniel.Wright Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path. Change 3126195 on 2016/09/15 by Maciej.Mroz #jira UE-35262 Incompatible pins give generate warning, when error is necessary. Fixed incompatible pins validation. Manually merged cl#3124667 from Dev-Blueprints Change 3126108 on 2016/09/14 by Nick.Whiting Added GetLaunchOption blueprint node to check if command line arguments are set Added -demo path for Odin, which disables pause, and changes opening flow Change 3125819 on 2016/09/14 by Zak.Middleton #ue4 - Add option for accurate bounds for LineBatchComponent, on by default. Corrects attempts to focus on actors using them causing the view to zoom out to HALF_WORLD_MAX. Turned this off for world debug line visualizers, to avoid affecting perf for those (and they often have lines/points all over anyway). Change 3125686 on 2016/09/14 by Zabir.Hoque Slimed down when and where we resolve RT particularly for forward rendering. Change 3124174 on 2016/09/13 by Zak.Middleton #ue4 - Improved accuracy and performance of PredictProjectilePath(). Switched to semi-implicit Euler integration. Fixed not being able to pass in const WorldContextObjects (only an issue when used from code, BP didn't care). Change 3124121 on 2016/09/13 by Zak.Middleton #odin - Integrate CL 3122728 from Dev-Editor: UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface. Change 3124116 on 2016/09/13 by Zak.Middleton #odin - Back out revision 3 from //Odin/Main/Engine/Source/Runtime/UMG/Private/Components/WidgetInteractionComponent.cpp Change 3123485 on 2016/09/13 by Stanley.Hayes Added optional trace channels to WidgetInterationComponent Change 3123301 on 2016/09/13 by Zak.Middleton #ue4 - Added ENGINE_API to some functions in ULineBatchComponent that were not exported: DrawLines, DrawLine, DrawPoint, DrawSolidBox, DrawMesh. Change 3122632 on 2016/09/13 by Maciej.Mroz Improved ReverseForEachLoop macro in StandardMacros Change 3122351 on 2016/09/12 by Nick.Whiting Adding 90fps tracking to the FPS summary chart creation Change 3122325 on 2016/09/12 by Wyeth.Johnson Needed a 5 minute breather. Updated Editor splash screen because reasons Change 3121869 on 2016/09/12 by Zak.Middleton #ue4 - (Merge to Odin) Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 (Integrate Framework->Odin) Change 3121407 on 2016/09/12 by Wyeth.Johnson Fixed shopfront for Oz, big bot WIP Change 3121253 on 2016/09/12 by Zak.Middleton #ue4 - Fix CharacterMovement braking when using acceleration for paths. - Fixed pathfinding using friction in GetPathFollowingBrakingDistance() and using wrong formula for stopping distance. Pathfinding adjusts analog input to achieve this deceleration, so friction is never applied and should not be included here. - Added virtual "GetMaxBrakingDeceleration()" function to CharacterMovementComponent. Returns deceleration value set for current movement mode (ie BrakingDecelerationWalking, BrakingDecelerationFlying, etc). Change 3121231 on 2016/09/12 by Wyeth.Johnson Fixed procedural Stuff, now to fix aliasing :) [CL 3226598 by Nick Whiting in Main branch]
2016-12-08 03:26:33 -05:00
{
if (_parameters.Verbose)
{
Logger.LogInformation("Deleting {File}", file.FullName);
}
if (!InternalUtils.SafeDeleteFile(file.FullName))
{
Logger.LogWarning("Couldn't delete file {Arg0}", file.FullName);
}
}
// Try to delete all the parent directories. Keep track of the directories we've already deleted to avoid hitting the disk.
if (_parameters.DeleteEmptyDirectories)
{
// Find all the directories that we're touching
HashSet<DirectoryReference> parentDirectories = new HashSet<DirectoryReference>();
foreach (FileReference file in files)
{
parentDirectories.Add(file.Directory);
}
// Recurse back up from each of those directories to the root folder
foreach (DirectoryReference parentDirectory in parentDirectories)
{
for (DirectoryReference currentDirectory = parentDirectory; currentDirectory != Unreal.RootDirectory; currentDirectory = currentDirectory.ParentDirectory)
{
if (!TryDeleteEmptyDirectory(currentDirectory))
{
break;
}
}
}
Copying //UE4/Odin-Staging to //UE4/Dev-Main (Source: //Odin/Main @ 3226588) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3226413 on 2016/12/07 by Jeff.Farris Fixed potential crash in USkeletalMeshComponent::InitArticulated(). Change 3226257 on 2016/12/07 by Mike.Beach Mirroring CL 3219381 from Dev-Blueprints Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3226147 on 2016/12/07 by Aaron.McLeran Implementing UE-39421 fix into odin Change 3225906 on 2016/12/07 by Jeff.Farris Merge-copied 3216144 from Dev-Framework to Odin (Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.) Change 3225097 on 2016/12/07 by Zak.Middleton #odin-ue4 - Fix GameEngine.cpp compile error (FMessageDialog not declared). Change 3225050 on 2016/12/07 by Jeff.Farris Added forward declaration to IOculusRiftPlugin.h to fix compile error in Test builds. Change 3224757 on 2016/12/07 by Ben.Marsh Merge CL 3224750 from //UE4/Main: Removing -forcelogflush parameter from UAT invocations of the editor to improve cook times. Change 3224451 on 2016/12/06 by Max.Chen Sequencer: Fix convert spawnable to posessable. Logic for setting the parent was mistakenly removed in runtime eval. Copy from Dev-Sequencer #jira UE-39419 Change 3223856 on 2016/12/06 by Guillaume.Abadie Fixes merge collision of Base Pass's selective outputs and MSAA alpha to coverage Change 3223673 on 2016/12/06 by Zak.Middleton #odin-ue4 - Fixed crash when opening data table assets and working with some types of nodes in the graph editor. Merged fixes from Dev-Editor: CL 3156326, 3172078, 3187276, 3210983. Change 3223381 on 2016/12/06 by Nick.Whiting Merging using UE4_MAIN_to_ODIN @ CL 3221533 Change 3223325 on 2016/12/06 by Alex.Delesky Plugin wizard definition for creating Odin game mods. Currently this just creates an empty Content Only plugin. This also enables the mod creation window to be shown on editor startup (can be toggled off) or invoked via a toolbar button. Change 3221825 on 2016/12/05 by Nick.Whiting Updating VCToolChain.cs file, which was skipped in last integration Change 3221793 on 2016/12/05 by Zak.Middleton #odin - Back out changelist 3218159. Going to move to trace by profile in the future instead. Change 3219668 on 2016/12/02 by Alex.Delesky Partially duplicating CL 3185126 into Odin: -Fixes an issue where adding a new plugin could unnecesarily added to the additional plugin directory, which can cause build failures. Change 3219558 on 2016/12/02 by Zak.Middleton #odin - Fix adapative pixel density crash (again). INI settings are dumb and locally saved INIs ignore the change to the base I pushed yesterday, so pushing a code fix instead. Wrapped in "DO NOT MERGE" since this crash is fixed in Dev-VR. Change 3218953 on 2016/12/02 by Alex.Delesky Back out changelist 3216159 - Reintroducing Plugin Wizard Definition for defining New Plugin Wizard functionality Change 3218822 on 2016/12/02 by Matthew.Griffin Remove modding from folder paths Add logging for delete task Delete more temp files from Copy and DDC process Change 3218410 on 2016/12/01 by Zak.Middleton #ue4-odin - Fix crash when unloading levels or exiting the editor when objects placed in levels had a MID set in construction scripts. CLs from Dev-Editor: 3203739, 3205814 Change 3218277 on 2016/12/01 by Zak.Middleton #ue4-odin - Fixed crash when opening data table assets. Merged small fixes from Dev-Editor: CL 3156326, 3172078, 3187276. #jira ODIN-2096 Change 3218178 on 2016/12/01 by Jeff.Farris Fix for bad merge in InheritableComponentHandler (discovered via shadow var warning) Change 3218159 on 2016/12/01 by Zak.Middleton #ue4-odin - Wrap blueprint trace functions using trace channels to a generic helper that uses any collision channel. Before we decide whether to expose object channel or general collision channel functions to blueprints, this allows games to at least build off the general functions. Change 3216502 on 2016/11/30 by Nick.Whiting Missed files from merge Change 3216490 on 2016/11/30 by Nick.Whiting Merge Main -> Odin, up to CL 3202946 Change 3216159 on 2016/11/30 by Zak.Middleton #odin - Back out changelist 3216005 Change 3216005 on 2016/11/30 by Alex.Delesky Adding the IPluginWizardDefinition interface, which is used to determine the functionality of the new plugin wizard along with what kind of plugins can actually be created. This can be used to change the behavior of the plugin wizard to create new game mods. Change 3215329 on 2016/11/30 by Jeff.Farris Re-expose collision settings on EQSTestingPawn so users can make the test pawn agent dimensions match the pawn they are trying to simulate. Change 3213875 on 2016/11/29 by Jeff.Farris Turned off collision on EQSRenderingComponent for EQSTestingPawns. Fixes issue with bogus agent dimensions. Change 3213027 on 2016/11/29 by Matthew.Griffin Added Modding Build steps to copy everything needed for an installed editor build Added BuildCommand to run GenerateDistillFileSetsCommandlet and copy the resulting file list to another location Fix for APEX .pdb paths Change 3206638 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class Change 3206175 on 2016/11/21 by Nick.Atamas #umg exposed support for explicit wrap width in WrapBox. Change 3204658 on 2016/11/18 by Alan.Villani #odin Wiring up new intro cinematic to game flow. Change 3201200 on 2016/11/16 by Alan.Villani #odin Spectator/Leaderboards: Added console var vr.bAllowSpectatorTexture to enable/disable the display of the spectator texture. Also enabling spectator panel and leaderboards with this change. Change 3201064 on 2016/11/16 by Wyeth.Johnson Support new billboards Change 3199357 on 2016/11/15 by Alan.Villani #odin OnlineSubsystemOculus: Removing logging now that problem has been fixed. Change 3199302 on 2016/11/15 by Alan.Villani #odin OnlineSubsystemOculus: Skip reinit if not a successful init in ovr_ResetInitAndContext(). Also added logging to shutdown. Change 3198947 on 2016/11/15 by Alan.Villani #odin Spectator/Leaderboards: Reinstating CL 3197812 with fix to make InitWithWindowsPlatform() return warnings instead of errors. Change 3198803 on 2016/11/15 by Jeff.Farris Copied CL 3198691 frojm Dev-Sequencer (Sequence Recorder: Optimize record transforms by setting all the keyframes at once. Also, added option to toggle removing redundant keyframes from the recorded tracks.) Change 3198525 on 2016/11/15 by Alan.Villani #odin ODIN-1758. Spectator/Leaderboards: Back out changelist 3197812. This change was causing the automated packaged build to fail. Since the root cause hasn't been found, reverting the change. Change 3197909 on 2016/11/15 by Alan.Villani #odin OnlineSubsystemOculus: Fix for linking issue with Odin Monolithics build. Change 3197812 on 2016/11/14 by Alan.Villani #odin Spectator and leaderboard code support: Support for enhanced oculus leaderboard functionality. Player's score is uploaded on FinishLevel(). Added delegate function to allow Rift render code to render an additional passed in texture - this is used to display spectator information in the mirrored window. GetMissionRowName() can now return the row name for the intro mission. This is only code support. Blueprint support to follow. Change 3196940 on 2016/11/14 by Nick.Whiting Fix for include path Change 3196897 on 2016/11/14 by Nick.Whiting Integrating IKinema plugin. Note that there are some deprecation warnings that have not been fixed up because of the refactoring. We're going to avoid fixing that up for now, because it's a large refactor, and the plugin is only needed for this week. Change 3194897 on 2016/11/11 by Zak.Middleton #ue4 - (Odin) -- Downgrade warning log spam when sweeping skeletal mesh components. Change 3194799 on 2016/11/11 by Nick.Atamas Added better normals for curved WidgetComponent. Change 3194697 on 2016/11/11 by Chris.Bunner Duplicated CL 3194665 from Dev-Rendering: Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles. Change 3194383 on 2016/11/11 by Zak.Middleton #ue4 - (Odin) - Avoid calling ComponentOverlapComponent() when handling overlap checks if either component is a SkeletalMeshComponent. That function returns false for those, however a normal global overlap check would return a valid result. Also elevated warnings (from log) when trying to use above function with SkeletalMeshComponents. Change 3194380 on 2016/11/11 by Zak.Middleton #ue4 - (Odin) - UPrimitiveComponent::GetCollisionEnabled() checks the owner Actor enable collision setting. Handles cases where the BodyInstance doesn't have physics state. Also merge CL 3136709 to fix overlap events spam. Change 3192616 on 2016/11/09 by Zak.Middleton #odin - Jump arcs only draw in editor if Navigation is shown, or when selected in editor. Change 3192310 on 2016/11/09 by Daniel.Wright [Copy] Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading Change 3191042 on 2016/11/08 by Nick.Atamas #slate/umg Added SetIsExapanded_Animated() method to SExpandableArea. Added anim length to ExpandableArea's widget style. Change 3190411 on 2016/11/08 by Guillaume.Abadie Adds some randomness in particul collisions. Change 3186455 on 2016/11/03 by Stanley.Hayes Fixed Tangents the mesh generation of Widget Component, now works with Bump Offset! -- The Impl for non-planar widgets is wrong but works as a temp fix Change 3186335 on 2016/11/03 by Alan.Villani #odin Oculus Input: Fix for haptic feedback not processing unless both touch controllers are active. Change 3184215 on 2016/11/02 by Daniel.Wright Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only Change 3182542 on 2016/11/01 by Nick.Atamas Applied feedback after code review: - Fixed bug with incorrectly assigned LocalHitLocation - PerformTrace is now const - Clarified comments. Potentially fixed jira ODIN-1590, pending verification. Change 3181845 on 2016/11/01 by Nick.Atamas Details panel filters now show a distinct visual state (yellow highlight) when a filter is active. https://jira.it.epicgames.net/browse/UE-11088 Change 3179037 on 2016/10/28 by Zak.Middleton #ue4 - (Odin) - Avoid crash in PropertyChangeListener when WeakObjectPtr goes null. Prevent passing null objects in array to delegates that don't null check the elements. Repro steps still unclear, adding ensure() to catch it for more info. Change 3177127 on 2016/10/27 by Alan.Villani #odin Menu Shell: Put in cvar to allow disabling of haptics. Change 3174582 on 2016/10/26 by Zak.Middleton #ue4 - Changed Actor::GetForwardVector, GetUpVector, and GetRightVector to just wrap to the FQuat functions. These use inline constants rather than a memory fetch to the static FVector::ForwardVector etc, so the multiplies are better optimized in-place by the compiler (ie with constant folding). Change 3174401 on 2016/10/25 by Maciej.Mroz In nativized code Nullptr is always casted to UObject type. #jira ODIN-1560 Change 3173310 on 2016/10/25 by Guillaume.Abadie Fix a bug in the forward shading particule collision hack using ddx/ddy to compute the normal and implement an accurate way of compute the normal requiering two addtional scene depth buffer fetches for neighboorhing pixels and use it as default. Change 3172997 on 2016/10/24 by Nick.Atamas Cylindrical Widget - First Pass Support. Change 3172707 on 2016/10/24 by Nick.Whiting Integrating fix for haptic effects with sound waves crashing when no sound wave is loaded. Change 3172167 on 2016/10/24 by Jeff.Farris Merged 3120587 from Dev-Sequencer to Odin (Fbx Export: Fix double transforms on an exported mesh.) Change 3170221 on 2016/10/21 by Zak.Middleton #ue4 - Fix projectiles and characters not moving at all when frame delta time is very low (time dilation is very low, framerate is very high, or a combination of both). Change 3170036 on 2016/10/20 by Zak.Middleton #ue4 - Make Ragdoll collision profile ignore Visibility channel (to match CharacterMesh collision profile). Change 3169728 on 2016/10/20 by Zak.Middleton #ue4 - Fix comment. Change 3169727 on 2016/10/20 by Zak.Middleton #ue4 - Fix spacing/indentation. Change 3169277 on 2016/10/20 by Zak.Middleton #ue4 - Lower default simulations per second in PredictProjectilePath. Now that it is more accurate (after CL 3124174), this will still maintain quality with better performance. Change 3169272 on 2016/10/20 by Zak.Middleton #ue4 - Change some array Reset() calls back to Empty(), since blueprints typically keep these arrays around forever and we don't want them to stay large. Change 3168157 on 2016/10/19 by Jeff.Farris Merging 3168079 from Dev-Framework to Odin (Fix timing issue that causes snapshotpose to t-pose.) Change 3167894 on 2016/10/19 by Chris.Bunner Updated tooltip comment. Change 3167569 on 2016/10/19 by Jeff.Farris #engine Fixed issue with cine camera component where blueprint-accessible FOV data could be incorrect in some circumstances Change 3166950 on 2016/10/18 by Zak.Middleton #ue4 - Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656. Change 3166807 on 2016/10/18 by Zak.Middleton #ue4 - Make all GameplayStatics functions take const WorldContextObjects, so they are more usable from C++. Change 3166540 on 2016/10/18 by Jeff.Farris Merging 3164818 from Dev-Framework to Odin (Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll.) Change 3166323 on 2016/10/18 by Jeff.Farris #engine Fixed issue where Navlink smartlinks wouldn't respect the Direction property proprely. Change 3163415 on 2016/10/14 by Chris.Bunner Allow surface actor particles to inherit UV coordinates through the dynamic parameter struct. Change 3162716 on 2016/10/13 by Jeff.Farris #engine Made UPathFollowingComponent::HasReachedCurrentTarget() virtual Change 3161602 on 2016/10/13 by Jeff.Farris #engine removed a comment I left in Change 3161037 on 2016/10/12 by Alan.Villani #odin Loading Screens: Modified AsyncLoadingSplash to use platform specific max layer number. Change 3160690 on 2016/10/12 by Jeff.Farris #engine Added PathFollowingComponent::bIsDecelerating to know when AI is in its "decelerate at the end of the path" state Change 3160686 on 2016/10/12 by Jeff.Farris #engine Fixed comment on NavMovementComponent::bUseAccelerationForPaths Change 3160200 on 2016/10/12 by Zak.Middleton #odin - Added Odin versions of Sphere, Capsule, Box trace functions taking any trace channel. Change 3156847 on 2016/10/10 by Maciej.Mroz #jira ODIN-1345 In nativized code, value of output array parameter is reset before the funtion, that will fill the parameter, is called. The same mechanism is already used by bytecode comiler. Change 3155495 on 2016/10/07 by Zak.Middleton #ue4 - RootComponent fixup in AActor::PostLoadSubojects should handle constructors that also try to fix up the old root component on their own. Additionally we should attach the old root component to the new one, otherwise it has no parent. Change 3154962 on 2016/10/07 by Chris.Bunner Duplicating CL 3148934, 3148994 from Dev-Rendering - Added pre-skinned local position material graph node, vertex shader only. Change 3154255 on 2016/10/06 by Zak.Middleton #ue4 - Add AIController to the delegate for move completion for blueprint "AI Move To Location or Actor" nodes, so you can know which AI finishes the move. Change 3154217 on 2016/10/06 by Mike.Beach Backing out changelist 3146883, as it was causing properties to clear on load (in Gun_Shotgun/BP_RightHand). Change 3154199 on 2016/10/06 by Zak.Middleton #ue4 - Inline a few simple functions in UKismetSystemLibrary for performance in nativized builds. Change 3153427 on 2016/10/06 by Jeff.Farris Updated Oculus AppID to the full game ID Change 3148205 on 2016/10/02 by Zak.Middleton #ue4 - Perf: Add simple path for UPrimitiveComponent::UpdatePhysicsVolume() when there are no physics volumes placed in a level. Avoid checking overlapping components for any volumes at all. Change 3148089 on 2016/10/01 by Phillip.Kavan Merging in CLs 3148022 and 3148033 from //UE4/Dev-Blueprints/... Note: These were dependent on the following additional CLs, which have also been merged in: => 3081010,3116021,3123581,3131318,3132348,3133072,3133817,3137800,3137851 Change 3148054 on 2016/10/01 by Nick.Whiting Adding much smaller footprint entitlement check Change 3147910 on 2016/10/01 by Nick.Whiting Back out changelist 3147807 Change 3147909 on 2016/10/01 by Nick.Whiting Back out changelist 3147787 Change 3147810 on 2016/09/30 by Zak.Middleton #odin - Fix "Delay" nodes in macros not working correctly. This made simultaneous instances of our "UndilatedDelay" and "0-1 Lerp" macros incorrect. (Mirror CL 3119502 from Dev-Blueprints) Change 3147807 on 2016/09/30 by Nick.Whiting Blueprint cyclic dependency fixes, submitted on behalf of DanO. Change 3147787 on 2016/09/30 by Nick.Whiting Adding Oculus Entitlement check for Odin Change 3147732 on 2016/09/30 by Daniel.Wright From Guillaume: Skip ClearStencilFromBasePass by using a single bit of stencil as a sandbox bit. This requires all passes that use stencil to setup a proper read / write mask, as other stencil bits will be non-zero. Saves .14ms Change 3147285 on 2016/09/30 by Dan.Oconnor Back out changelist 3147258 Introduced "Detaching from existing linker" crash Change 3147258 on 2016/09/30 by Dan.Oconnor Making sure we defer objects that have unserialized archetypes Change 3146985 on 2016/09/30 by Daniel.Wright Skip Prepass ResolveSceneDepthTexture if there's no way decals or shadows will use it, since there's another resolve after the base pass. Saves .1ms in the planar reflection pass. Change 3146883 on 2016/09/30 by Dan.Oconnor Fix for component data getting lost on load. Two primary causes: 1. Loading component, then loading its template and reinitializing it from parent 2. Discarding inheritable component handler on load because it 'matched' the unloaded super (or it was unloaded and matched a loaded super, or both of them weren't yet loaded and they matched) Change 3145504 on 2016/09/29 by Daniel.Wright Capsule indirect shadows are now affected by DynamicShadows showflag Change 3145416 on 2016/09/29 by Wyeth.Johnson optimized vector to radial value to use atan2fast. Small polish to weapon available indicators, slightly smaller, radial res in, get brighter right before pickup to match the glow transition Change 3144359 on 2016/09/28 by Zak.Middleton #ue4 - Add IsPointInBox() and IsPointInBoxWithTransform() to KismetMathLibrary. Change 3144302 on 2016/09/28 by Daniel.Wright New SceneCapture functions for managing the ShowOnly list: RemoveShowOnlyComponent, RemoveShowOnlyActorComponents, ClearShowOnlyComponents Change 3144210 on 2016/09/28 by Daniel.Wright Manual copy - Shadow stencil optimisation from Ben Woodhouse with cvar (enabled by default). Saves .2ms in Odin. Change 3144208 on 2016/09/28 by Daniel.Wright Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970 Change 3143778 on 2016/09/28 by Ryan.Vance Disabling motion blur scale behavior. We want the motion blur scale to be consistent regardless of time dilation. Cleaning up the velocity bias change made yesterday for odin, need to ensure it doesn't make it back to main as it will break TAA. Change 3143728 on 2016/09/28 by Jeff.Farris Made AIController::MoveTo virtual Change 3142740 on 2016/09/27 by Nick.Whiting Fix for dynamic object velocity rendering not working. MSAA was breaking it, needed to add a bias in the VelocityShader in order to pass depth tests Change 3142665 on 2016/09/27 by Ryan.Vance Fixing incorrect uniform/buffer references for passes that aren't drawn with ISR when ISR is turned when using forward. Change 3142488 on 2016/09/27 by Zak.Middleton #ue4 - Expose Character::MovementModeChangedDelegate to blueprints. Fix category on OnReachedJumpApex event. Change 3142360 on 2016/09/27 by Frank.Fella Sequencer - Don't crash when a bool track or visibility track has a null runtime object. Change 3142204 on 2016/09/27 by Zak.Middleton #odin - Nav jump links update their nav data in realtime as the start and end points are moved. Still need to color the predicted path based on the nav data. Change 3141695 on 2016/09/27 by Guillaume.Abadie Fixes depth buffer collision on GPU particle in the forward render by computing the world normal using a cross(ddx(), ddy()) of the world position. #review-3141656 @ben.woodhouse Change 3141013 on 2016/09/27 by Zak.Middleton #ue4 - NavLinkProxy properly calls SetNavigationRelevancy() when created in the editor. Fixes the need to uncheck/recheck bSmartLinkIsRelevant. Change 3140878 on 2016/09/26 by Zak.Middleton #ue4 - Add MarkRenderStateDirty() to UNavLinkCustomComponent::SetLinkData(), so visualizers update asap after link data changes. Change 3140863 on 2016/09/26 by Nick.Whiting Adding in vr.MonoCapture, which disables the right eye for capturing in order to give a performance boost Change 3140790 on 2016/09/26 by Zak.Middleton #ue4 - Make LineBatchComponent's FLineBatcherSceneProxy::GetViewRelevance() respect show flags (such as hidden in game). Change 3140175 on 2016/09/26 by Dan.Oconnor Mirror of 3140143 #jira UE-36395 Change 3139622 on 2016/09/26 by Maciej.Mroz Fixed const local variables in Nativized code Change 3139257 on 2016/09/24 by Jeff.Farris Added GetGrabbedComponent() to UPhysicsHandleComponent. Change 3139050 on 2016/09/23 by Nick.Whiting Support for trailer capturing, as well as gamepad controls for adjustment Change 3138644 on 2016/09/23 by Zak.Middleton #ue4 - Added FPredictProjectilePathPointData::Reset(). Presize path points array in UGameplayStatics::PredictProjectilePath(). Change 3138521 on 2016/09/23 by Ryan.Vance #jira UE-36114 We need to bind the right eye's forward lighting state when ISR is enabled and branch depending on which eye instance we're drawing. Added a copy of FForwardGlobalLightData, NumCulledLightsGrid CulledLightDataGrid, and ForwardLocalLightBuffer for the right eye and set them when drawing with ISR Moved ForwardLightingResources from FViewInfo up to FSceneView for access Removed USE_CULLED_LOCAL_LIGHTS as it wasn't being used and complicated the shader refactor TODO: This can be greatly simplified by generating the FForwardGlobalLightData uniform assignment shader code similar to how I'm handling the view uniforms. To clean up the branching for the grid buffers we should write both eyes into a single buffer and just use an offset. Change 3138178 on 2016/09/23 by Zak.Middleton #ue4 - Add FVector::DistXY() and Dist2D() (as an alias). Add FVector::Distance() as an alias for Dist(), and FVector::DistSquared2D() as an alias for DistSquaredXY(). Fixed comment in FVector2D::Distance() saying it was the squared distance. - This is more in line with the Size2D(), SizeSquared2D(), GetSafeNormal2D() naming, but maintains backwards compat for a large amount of code. Change 3138162 on 2016/09/23 by Lukasz.Furman fixed navmesh crash on attempt to regenerate an empty tile layer Change 3137578 on 2016/09/23 by Maciej.Mroz #jira ODIN-1017 [Nativization] Crash while loading Hub_env level Ensured, that CreateExport (and fully construction) is called for loaded DynamicClass. Change 3136774 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. #jira ODIN-1013 Change 3136491 on 2016/09/22 by Jeff.Farris Removed an unnnecessary ensure in ApplyPhysicalAnimationProfileBelow. Change 3136412 on 2016/09/22 by Zak.Middleton #ue4 - Inlined more functions in KismetMathLibrary that used error reporting (eg divide by zero errors). Moved the actual error reporting to the cpp so the inline overhead and compilation overhead is negligible. Change 3136288 on 2016/09/22 by Zak.Middleton #ue4 - Inline KismetMathLibrary functions where appropriate. Improves performance in nativized builds where the calls were not inlined even for the most simple functions (like "Not Bool", "Add Ints"). Change 3136162 on 2016/09/22 by Ben.Marsh Merge CL 3136158 to fix issues generating project files with Visual Studio Express. Change 3135403 on 2016/09/22 by Jeff.Farris GameplayStatics::ApplyPointDamage and ApplyDamage now return the actual damage that was applied Change 3135052 on 2016/09/21 by Zak.Middleton #ue4 - Add new GameplayStatics::PredictProjectilePath functions with added functionality. - Option to trace for collision by trace channel, object type, or both. - Added versions that take input and output struct parameters. - Output now includes location, velocity, and time for each point on the path. Change 3134757 on 2016/09/21 by Guillaume.Abadie Removes all resolve operations from distortion pass and support MSAA for the forward shader. #review-3134758 @daniel.wright Change 3134635 on 2016/09/21 by Jeff.Farris Merged from Dev-Physics-Upgrade to Odin. This is the upgrade to PhysX 3.4. Change 3134101 on 2016/09/21 by David.Hill Post process CombineLUT shouldn't be per eye. Also disable weighted-average post process passes for bloom when filter size is set to zero. #review-3134102 @chris.bunner Change 3133191 on 2016/09/20 by Guillaume.Abadie Normalizes material's Opacity Mask according to Opacity Mask Clip Value. Change 3133082 on 2016/09/20 by Brian.Karis Static light source shapes in reflection captures will fade out when outside influence instead of going black. Change 3132936 on 2016/09/20 by Jeff.Farris Fixed some engine issues with setting mass overrides. Change 3132821 on 2016/09/20 by Guillaume.Abadie Adds support for MSAA on masked material using shader implemented alpha to coverage. #review-3130154 @daniel.wright Change 3132522 on 2016/09/20 by Zak.Middleton #ue4 - Cache conversion of WalkableSlopeAngle to the cosine value in FWalkableSlopeOverride struct, when used in the override modes. Avoids computing this conversion (potentially multiple times per frame) for every character movement move and floor test. Change 3130457 on 2016/09/19 by Daniel.Wright Reuse ESceneColorFormatType::HighEndWithAlpha if the format allows it - prevents two scene color textures being allocated with planar reflections with r.SceneColorFormat=4 Change 3129467 on 2016/09/16 by Zak.Middleton #ue4 - Improve Accuracy of final point in UGameplayStatics::PredictProjectilePath() to respect MaxSimTime. Previously the sim could have exceeded the max time if (MaxSimTime / SimFrequency) had a fractional part. Change 3129327 on 2016/09/16 by Daniel.Wright Added r.NormalCurvatureToRoughnessExponent for tweaking NormalCurvatureToRoughness is now applied to clearcoat roughness Change 3129324 on 2016/09/16 by Daniel.Wright Added r.TemporalAACurrentFrameWeight for debugging Change 3128812 on 2016/09/16 by Daniel.Wright Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3. Change 3128811 on 2016/09/16 by Daniel.Wright Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path. Change 3126195 on 2016/09/15 by Maciej.Mroz #jira UE-35262 Incompatible pins give generate warning, when error is necessary. Fixed incompatible pins validation. Manually merged cl#3124667 from Dev-Blueprints Change 3126108 on 2016/09/14 by Nick.Whiting Added GetLaunchOption blueprint node to check if command line arguments are set Added -demo path for Odin, which disables pause, and changes opening flow Change 3125819 on 2016/09/14 by Zak.Middleton #ue4 - Add option for accurate bounds for LineBatchComponent, on by default. Corrects attempts to focus on actors using them causing the view to zoom out to HALF_WORLD_MAX. Turned this off for world debug line visualizers, to avoid affecting perf for those (and they often have lines/points all over anyway). Change 3125686 on 2016/09/14 by Zabir.Hoque Slimed down when and where we resolve RT particularly for forward rendering. Change 3124174 on 2016/09/13 by Zak.Middleton #ue4 - Improved accuracy and performance of PredictProjectilePath(). Switched to semi-implicit Euler integration. Fixed not being able to pass in const WorldContextObjects (only an issue when used from code, BP didn't care). Change 3124121 on 2016/09/13 by Zak.Middleton #odin - Integrate CL 3122728 from Dev-Editor: UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface. Change 3124116 on 2016/09/13 by Zak.Middleton #odin - Back out revision 3 from //Odin/Main/Engine/Source/Runtime/UMG/Private/Components/WidgetInteractionComponent.cpp Change 3123485 on 2016/09/13 by Stanley.Hayes Added optional trace channels to WidgetInterationComponent Change 3123301 on 2016/09/13 by Zak.Middleton #ue4 - Added ENGINE_API to some functions in ULineBatchComponent that were not exported: DrawLines, DrawLine, DrawPoint, DrawSolidBox, DrawMesh. Change 3122632 on 2016/09/13 by Maciej.Mroz Improved ReverseForEachLoop macro in StandardMacros Change 3122351 on 2016/09/12 by Nick.Whiting Adding 90fps tracking to the FPS summary chart creation Change 3122325 on 2016/09/12 by Wyeth.Johnson Needed a 5 minute breather. Updated Editor splash screen because reasons Change 3121869 on 2016/09/12 by Zak.Middleton #ue4 - (Merge to Odin) Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 (Integrate Framework->Odin) Change 3121407 on 2016/09/12 by Wyeth.Johnson Fixed shopfront for Oz, big bot WIP Change 3121253 on 2016/09/12 by Zak.Middleton #ue4 - Fix CharacterMovement braking when using acceleration for paths. - Fixed pathfinding using friction in GetPathFollowingBrakingDistance() and using wrong formula for stopping distance. Pathfinding adjusts analog input to achieve this deceleration, so friction is never applied and should not be included here. - Added virtual "GetMaxBrakingDeceleration()" function to CharacterMovementComponent. Returns deceleration value set for current movement mode (ie BrakingDecelerationWalking, BrakingDecelerationFlying, etc). Change 3121231 on 2016/09/12 by Wyeth.Johnson Fixed procedural Stuff, now to fix aliasing :) [CL 3226598 by Nick Whiting in Main branch]
2016-12-08 03:26:33 -05:00
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
if (_parameters.Directories != null)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
foreach (string directory in _parameters.Directories.Split(';'))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
if (!String.IsNullOrEmpty(directory))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
if (_parameters.Verbose)
{
Logger.LogInformation("Deleting {Directory}", directory);
}
DirectoryReference fullDir = new DirectoryReference(directory);
if (DirectoryReference.Exists(fullDir))
{
FileUtils.ForceDeleteDirectory(fullDir);
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
}
}
return Task.CompletedTask;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
/// <summary>
/// Deletes a directory, if it's empty
/// </summary>
/// <param name="candidateDirectory">The directory to check</param>
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <returns>True if the directory was deleted, false if not</returns>
static bool TryDeleteEmptyDirectory(DirectoryReference candidateDirectory)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3284872 on 2017/02/03 by Graeme.Thornton Seperate pak cache granularity from pak signing chunk size Change 3285765 on 2017/02/03 by Graeme.Thornton Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread #jira UE-41478 Change 3286913 on 2017/02/04 by Ben.Marsh IncludeTool: Merging fixes. * Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead. * Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation. Change 3287100 on 2017/02/05 by Ben.Marsh UBT: Move platform settings into platform-specific TargetRules objects. Change 3287106 on 2017/02/05 by Ben.Marsh Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information. Change 3287398 on 2017/02/06 by Steve.Robb Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together. Change 3287399 on 2017/02/06 by Steve.Robb Log verbosities made more readable in the debugger. Change 3287410 on 2017/02/06 by Steve.Robb Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all. #fyi marc.audy Change 3288020 on 2017/02/06 by Ben.Marsh Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly. Change 3291817 on 2017/02/08 by Steve.Robb New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools. Change 3292090 on 2017/02/08 by Graeme.Thornton Crash fix - don't update font engine services if it was never created #jira UE-33953 Change 3292993 on 2017/02/08 by Ben.Marsh Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH) Change 3293231 on 2017/02/08 by Ben.Marsh BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed. Change 3294213 on 2017/02/09 by Ben.Marsh EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty. Change 3294753 on 2017/02/09 by Ben.Zeigler #jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated Change 3296070 on 2017/02/09 by Ben.Zeigler Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction. Change 3296420 on 2017/02/10 by Graeme.Thornton Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed Refactored encryption and signing key access in unrealpak to make it easier to use Change 3296609 on 2017/02/10 by Ben.Marsh BuildGraph: Fix error running the <Copy> task with an empty "From" argument. * FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator) * FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory. Change 3297440 on 2017/02/10 by Ben.Marsh UBT: Move the FileFilter class into UnrealBuildTool. Change 3297725 on 2017/02/10 by Ben.Zeigler #jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both. Clean up a lot of confusingly named and broken functions on UEnum: #jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings #jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions Delete some now redundant enum editor code and pipe everything through UEnum Change 3297979 on 2017/02/10 by Ben.Zeigler Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior Change 3298299 on 2017/02/10 by Steve.Robb TTuple improvements: - equality comparable - serializable - in the correct folder 2-tuples are specialized to be syntactically compatible with both TPair and TTuple. TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer. #fyi robert.manuszewski,ben.marsh Change 3298460 on 2017/02/11 by Ben.Marsh UGS: Set the correct result from running custom tasks. Change 3298462 on 2017/02/11 by Ben.Marsh UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated. Change 3299447 on 2017/02/13 by Graeme.Thornton Fix AES and pak signing key embedding for content only projects - Force temp target when any keys are specified by project config Change 3299649 on 2017/02/13 by Steve.Robb PLATFORM_HAS_DEFAULTED_OPERATORS fixed. Other obsolete compiler switches removed. Change 3299787 on 2017/02/13 by Steve.Robb IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization. #fyi robert.manuszewski Change 3300576 on 2017/02/13 by Ben.Marsh EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter. Change 3300600 on 2017/02/13 by Ben.Marsh EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces. Change 3300624 on 2017/02/13 by Ben.Marsh Switch incremental builds for all streams to start up on the incremental agent. Change 3302134 on 2017/02/14 by Steve.Robb UnrealCodeAnalyzer removed. #fyi ben.marsh,robert.manuszewski Change 3302639 on 2017/02/14 by Ben.Zeigler Fix crash cooking odin with default command line #jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified Change 3303002 on 2017/02/14 by Ben.Zeigler #jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level #jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway Fix it so -cooksinglepackage works properly again and excludes localization and startup packages Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate Change 3303084 on 2017/02/14 by Ben.Zeigler Attempt to get Nativization and EDL working without warnings Change 3305153 on 2017/02/15 by Ben.Zeigler Fix Fortnite and Orion cook, I don't understand why this passed my local testing Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning Change 3305959 on 2017/02/16 by Gil.Gribb UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms. Change 3306159 on 2017/02/16 by Ben.Marsh Fix path to target binaries when building non-monolithic in a unique build environment. Change 3306584 on 2017/02/16 by Steve.Robb UEnum internal functions renamed from Index to Value. GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values. #fyi ben.zeigler Change 3307836 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually Fixes lighting in Infiltrator demo Change 3307929 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Second half of matinee redirector fix Change 3308840 on 2017/02/17 by Matthew.Griffin Reimplementing CL#3305808 from 4.15 Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases) Change 3309115 on 2017/02/17 by Ben.Marsh Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead. Change 3309120 on 2017/02/17 by Ben.Marsh Fix support for creating modular builds which don't use the shared build environment. Change 3309125 on 2017/02/17 by Ben.Marsh Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator. Change 3309128 on 2017/02/17 by Ben.Marsh Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces. Change 3309131 on 2017/02/17 by Ben.Marsh Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again. Change 3309140 on 2017/02/17 by Ben.Marsh UAT: Fix exception moving a file from one location to another if the target directory does not exist. Change 3309212 on 2017/02/17 by Ben.Marsh Fixes/improvements for mod editor and code mods: * A separate top-level project is generated for each code mod in the Visual Studio solution. * Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods. * Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds. * Plugin browser now includes a separate category for mods. * Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings. Change 3309231 on 2017/02/17 by Steve.Robb Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<. #jira UE-42052 Change 3309248 on 2017/02/17 by Ben.Marsh Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true. Change 3309257 on 2017/02/17 by Ben.Marsh Prevent game binaries from being renamed for hot reload when working with installed projects. Change 3309355 on 2017/02/17 by Steven.Hutton Changes to make the website compatible with the new database changes. Change 3309371 on 2017/02/17 by Ben.Marsh Fix exception on shutdown when running asset registry with threads disabled. #jira UE-41951 Change 3309389 on 2017/02/17 by Ben.Zeigler #jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node Change 3309570 on 2017/02/17 by Gil.Gribb UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4. Change 3310039 on 2017/02/17 by Ben.Marsh BuildGraph: Prevent exception when trying to delete a file that does not exist. Change 3311484 on 2017/02/20 by Chris.Wood CrashReportProcess crash add retry logic improvements (CRP v1.2.16) Change 3311600 on 2017/02/20 by Matthew.Griffin Updated StripSymbols functions so that all platforms can deal with the source and target file being the same Change 3311675 on 2017/02/20 by Steve.Robb FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack. Change 3311893 on 2017/02/20 by Ben.Marsh UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines. Change 3313966 on 2017/02/21 by Ben.Marsh Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too. Change 3314398 on 2017/02/21 by Ben.Zeigler #jira UE-42212 Fix shutdown of AnimGraph module to be safer [CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
// Make sure the directory exists
if (!DirectoryReference.Exists(candidateDirectory))
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3284872 on 2017/02/03 by Graeme.Thornton Seperate pak cache granularity from pak signing chunk size Change 3285765 on 2017/02/03 by Graeme.Thornton Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread #jira UE-41478 Change 3286913 on 2017/02/04 by Ben.Marsh IncludeTool: Merging fixes. * Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead. * Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation. Change 3287100 on 2017/02/05 by Ben.Marsh UBT: Move platform settings into platform-specific TargetRules objects. Change 3287106 on 2017/02/05 by Ben.Marsh Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information. Change 3287398 on 2017/02/06 by Steve.Robb Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together. Change 3287399 on 2017/02/06 by Steve.Robb Log verbosities made more readable in the debugger. Change 3287410 on 2017/02/06 by Steve.Robb Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all. #fyi marc.audy Change 3288020 on 2017/02/06 by Ben.Marsh Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly. Change 3291817 on 2017/02/08 by Steve.Robb New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools. Change 3292090 on 2017/02/08 by Graeme.Thornton Crash fix - don't update font engine services if it was never created #jira UE-33953 Change 3292993 on 2017/02/08 by Ben.Marsh Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH) Change 3293231 on 2017/02/08 by Ben.Marsh BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed. Change 3294213 on 2017/02/09 by Ben.Marsh EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty. Change 3294753 on 2017/02/09 by Ben.Zeigler #jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated Change 3296070 on 2017/02/09 by Ben.Zeigler Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction. Change 3296420 on 2017/02/10 by Graeme.Thornton Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed Refactored encryption and signing key access in unrealpak to make it easier to use Change 3296609 on 2017/02/10 by Ben.Marsh BuildGraph: Fix error running the <Copy> task with an empty "From" argument. * FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator) * FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory. Change 3297440 on 2017/02/10 by Ben.Marsh UBT: Move the FileFilter class into UnrealBuildTool. Change 3297725 on 2017/02/10 by Ben.Zeigler #jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both. Clean up a lot of confusingly named and broken functions on UEnum: #jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings #jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions Delete some now redundant enum editor code and pipe everything through UEnum Change 3297979 on 2017/02/10 by Ben.Zeigler Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior Change 3298299 on 2017/02/10 by Steve.Robb TTuple improvements: - equality comparable - serializable - in the correct folder 2-tuples are specialized to be syntactically compatible with both TPair and TTuple. TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer. #fyi robert.manuszewski,ben.marsh Change 3298460 on 2017/02/11 by Ben.Marsh UGS: Set the correct result from running custom tasks. Change 3298462 on 2017/02/11 by Ben.Marsh UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated. Change 3299447 on 2017/02/13 by Graeme.Thornton Fix AES and pak signing key embedding for content only projects - Force temp target when any keys are specified by project config Change 3299649 on 2017/02/13 by Steve.Robb PLATFORM_HAS_DEFAULTED_OPERATORS fixed. Other obsolete compiler switches removed. Change 3299787 on 2017/02/13 by Steve.Robb IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization. #fyi robert.manuszewski Change 3300576 on 2017/02/13 by Ben.Marsh EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter. Change 3300600 on 2017/02/13 by Ben.Marsh EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces. Change 3300624 on 2017/02/13 by Ben.Marsh Switch incremental builds for all streams to start up on the incremental agent. Change 3302134 on 2017/02/14 by Steve.Robb UnrealCodeAnalyzer removed. #fyi ben.marsh,robert.manuszewski Change 3302639 on 2017/02/14 by Ben.Zeigler Fix crash cooking odin with default command line #jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified Change 3303002 on 2017/02/14 by Ben.Zeigler #jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level #jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway Fix it so -cooksinglepackage works properly again and excludes localization and startup packages Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate Change 3303084 on 2017/02/14 by Ben.Zeigler Attempt to get Nativization and EDL working without warnings Change 3305153 on 2017/02/15 by Ben.Zeigler Fix Fortnite and Orion cook, I don't understand why this passed my local testing Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning Change 3305959 on 2017/02/16 by Gil.Gribb UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms. Change 3306159 on 2017/02/16 by Ben.Marsh Fix path to target binaries when building non-monolithic in a unique build environment. Change 3306584 on 2017/02/16 by Steve.Robb UEnum internal functions renamed from Index to Value. GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values. #fyi ben.zeigler Change 3307836 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually Fixes lighting in Infiltrator demo Change 3307929 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Second half of matinee redirector fix Change 3308840 on 2017/02/17 by Matthew.Griffin Reimplementing CL#3305808 from 4.15 Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases) Change 3309115 on 2017/02/17 by Ben.Marsh Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead. Change 3309120 on 2017/02/17 by Ben.Marsh Fix support for creating modular builds which don't use the shared build environment. Change 3309125 on 2017/02/17 by Ben.Marsh Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator. Change 3309128 on 2017/02/17 by Ben.Marsh Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces. Change 3309131 on 2017/02/17 by Ben.Marsh Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again. Change 3309140 on 2017/02/17 by Ben.Marsh UAT: Fix exception moving a file from one location to another if the target directory does not exist. Change 3309212 on 2017/02/17 by Ben.Marsh Fixes/improvements for mod editor and code mods: * A separate top-level project is generated for each code mod in the Visual Studio solution. * Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods. * Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds. * Plugin browser now includes a separate category for mods. * Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings. Change 3309231 on 2017/02/17 by Steve.Robb Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<. #jira UE-42052 Change 3309248 on 2017/02/17 by Ben.Marsh Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true. Change 3309257 on 2017/02/17 by Ben.Marsh Prevent game binaries from being renamed for hot reload when working with installed projects. Change 3309355 on 2017/02/17 by Steven.Hutton Changes to make the website compatible with the new database changes. Change 3309371 on 2017/02/17 by Ben.Marsh Fix exception on shutdown when running asset registry with threads disabled. #jira UE-41951 Change 3309389 on 2017/02/17 by Ben.Zeigler #jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node Change 3309570 on 2017/02/17 by Gil.Gribb UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4. Change 3310039 on 2017/02/17 by Ben.Marsh BuildGraph: Prevent exception when trying to delete a file that does not exist. Change 3311484 on 2017/02/20 by Chris.Wood CrashReportProcess crash add retry logic improvements (CRP v1.2.16) Change 3311600 on 2017/02/20 by Matthew.Griffin Updated StripSymbols functions so that all platforms can deal with the source and target file being the same Change 3311675 on 2017/02/20 by Steve.Robb FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack. Change 3311893 on 2017/02/20 by Ben.Marsh UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines. Change 3313966 on 2017/02/21 by Ben.Marsh Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too. Change 3314398 on 2017/02/21 by Ben.Zeigler #jira UE-42212 Fix shutdown of AnimGraph module to be safer [CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
{
return false;
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
// Check if there are any files in it. If there are, don't bother trying to delete it.
if (Directory.EnumerateFiles(candidateDirectory.FullName).Any() || Directory.EnumerateDirectories(candidateDirectory.FullName).Any())
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
return false;
}
// Try to delete the directory.
try
{
Directory.Delete(candidateDirectory.FullName);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
return true;
}
catch (Exception ex)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Logger.LogWarning("Couldn't delete directory {Arg0} ({Arg1})", candidateDirectory.FullName, ex.Message);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
return false;
}
}
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
/// <summary>
/// Output this task out to an XML writer.
/// </summary>
public override void Write(XmlWriter writer)
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
{
Write(writer, _parameters);
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969) ========================== MAJOR FEATURES + CHANGES ========================== Change 2986511 on 2016/05/23 by Ben.Marsh UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in. Change 2993274 on 2016/05/27 by Ben.Marsh Fix UGS enumerating deleted .target.cs files when trying to detect editor target name. Change 2994265 on 2016/05/31 by Ben.Marsh Add info about setting up CIS integration and zipped editor builds in UGS. Change 2994275 on 2016/05/31 by Ben.Marsh PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans) Change 2994287 on 2016/05/31 by Ben.Marsh UnrealGameSync: Add information about how UGS self-patches and updates. Change 2996928 on 2016/06/01 by Ben.Marsh UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet. Change 2997619 on 2016/06/02 by Ben.Marsh UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file. Change 2999769 on 2016/06/03 by Ben.Marsh UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not. Change 3004879 on 2016/06/07 by Ben.Marsh Remove copy of AWSSDK in NotForLicensees folder. Change 3004902 on 2016/06/07 by Ben.Marsh UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder. Change 3005892 on 2016/06/08 by Ben.Marsh Add the GitHub promotion to the UE4 binary release build. Change 3016241 on 2016/06/16 by Ben.Marsh UGS: Always sync version files at the same changelist as everything else (rather than head revision) Change 3016446 on 2016/06/16 by Ben.Marsh PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist) Change 3016472 on 2016/06/16 by Ben.Marsh PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot) Change 3017694 on 2016/06/17 by Ben.Marsh EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments. Change 3017695 on 2016/06/17 by Ben.Marsh UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders. #jira UE-24271 Change 3017698 on 2016/06/17 by Ben.Marsh Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types). #jira UEB-664 Change 3017701 on 2016/06/17 by Ben.Marsh BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node. Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read. All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency. Change 3017714 on 2016/06/17 by Ben.Marsh BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task). Change 3018007 on 2016/06/17 by Ben.Marsh UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt. #jira UE-28761 Change 3018322 on 2016/06/17 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3018365 on 2016/06/17 by Ben.Marsh Misc: Fixes for warnings compiling ShaderCompileWorker on Clang Change 3018397 on 2016/06/17 by Ben.Marsh UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT Change 3019421 on 2016/06/20 by Ben.Marsh Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead. Change 3019423 on 2016/06/20 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3020377 on 2016/06/20 by Ben.Marsh UBT: Fix strings not being escaped before writing to JSON files. Change 3020378 on 2016/06/20 by Ben.Marsh UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list. Change 3020966 on 2016/06/21 by Ben.Marsh EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main. #rb none #lockdown Nick.Penwarden [CL 3020980 by Ben Marsh in Main branch]
2016-06-21 09:17:49 -04:00
/// <summary>
/// Find all the tags which are used as inputs to this task
/// </summary>
/// <returns>The tag names which are read by this task</returns>
public override IEnumerable<string> FindConsumedTagNames()
{
return FindTagNamesFromFilespec(_parameters.Files);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969) ========================== MAJOR FEATURES + CHANGES ========================== Change 2986511 on 2016/05/23 by Ben.Marsh UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in. Change 2993274 on 2016/05/27 by Ben.Marsh Fix UGS enumerating deleted .target.cs files when trying to detect editor target name. Change 2994265 on 2016/05/31 by Ben.Marsh Add info about setting up CIS integration and zipped editor builds in UGS. Change 2994275 on 2016/05/31 by Ben.Marsh PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans) Change 2994287 on 2016/05/31 by Ben.Marsh UnrealGameSync: Add information about how UGS self-patches and updates. Change 2996928 on 2016/06/01 by Ben.Marsh UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet. Change 2997619 on 2016/06/02 by Ben.Marsh UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file. Change 2999769 on 2016/06/03 by Ben.Marsh UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not. Change 3004879 on 2016/06/07 by Ben.Marsh Remove copy of AWSSDK in NotForLicensees folder. Change 3004902 on 2016/06/07 by Ben.Marsh UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder. Change 3005892 on 2016/06/08 by Ben.Marsh Add the GitHub promotion to the UE4 binary release build. Change 3016241 on 2016/06/16 by Ben.Marsh UGS: Always sync version files at the same changelist as everything else (rather than head revision) Change 3016446 on 2016/06/16 by Ben.Marsh PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist) Change 3016472 on 2016/06/16 by Ben.Marsh PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot) Change 3017694 on 2016/06/17 by Ben.Marsh EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments. Change 3017695 on 2016/06/17 by Ben.Marsh UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders. #jira UE-24271 Change 3017698 on 2016/06/17 by Ben.Marsh Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types). #jira UEB-664 Change 3017701 on 2016/06/17 by Ben.Marsh BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node. Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read. All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency. Change 3017714 on 2016/06/17 by Ben.Marsh BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task). Change 3018007 on 2016/06/17 by Ben.Marsh UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt. #jira UE-28761 Change 3018322 on 2016/06/17 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3018365 on 2016/06/17 by Ben.Marsh Misc: Fixes for warnings compiling ShaderCompileWorker on Clang Change 3018397 on 2016/06/17 by Ben.Marsh UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT Change 3019421 on 2016/06/20 by Ben.Marsh Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead. Change 3019423 on 2016/06/20 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3020377 on 2016/06/20 by Ben.Marsh UBT: Fix strings not being escaped before writing to JSON files. Change 3020378 on 2016/06/20 by Ben.Marsh UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list. Change 3020966 on 2016/06/21 by Ben.Marsh EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main. #rb none #lockdown Nick.Penwarden [CL 3020980 by Ben Marsh in Main branch]
2016-06-21 09:17:49 -04:00
}
/// <summary>
/// Find all the tags which are modified by this task
/// </summary>
/// <returns>The tag names which are modified by this task</returns>
public override IEnumerable<string> FindProducedTagNames()
{
yield break;
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
}