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UnrealEngineUWP/Engine/Source/Programs/AutomationTool/BuildGraph/BuildGraph.Automation.csproj

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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
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{A002361E-37F9-4124-AF82-CF0D393CB928}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>AutomationTool</RootNamespace>
<AssemblyName>BuildGraph.Automation</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\..\..\..\Binaries\DotNET\AutomationScripts\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<PlatformTarget>AnyCPU</PlatformTarget>
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Development|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\..\..\..\Binaries\DotNET\AutomationScripts\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<PlatformTarget>AnyCPU</PlatformTarget>
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
</PropertyGroup>
<ItemGroup>
<Reference Include="Ionic.Zip.Reduced">
<HintPath>..\..\..\..\Binaries\DotNET\Ionic.Zip.Reduced.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="OneSky, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\..\..\..\Binaries\DotNET\OneSky.dll</HintPath>
<SpecificVersion>False</SpecificVersion>
<Private>False</Private>
</Reference>
<Reference Include="System" />
<Reference Include="System.ComponentModel.DataAnnotations" />
<Reference Include="System.Core" />
<Reference Include="System.IO.Compression" />
<Reference Include="System.IO.Compression.FileSystem" />
<Reference Include="System.Runtime.Serialization" />
<Reference Include="System.Web" />
<Reference Include="System.Web.Extensions" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="..\..\DotNETCommon\MetaData.cs">
<Link>Properties\MetaData.cs</Link>
</Compile>
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
<Compile Include="Agent.cs" />
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2972140) ========================== MAJOR FEATURES + CHANGES ========================== Change 2959679 on 2016/04/28 by Ben.Marsh UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag. Change 2959695 on 2016/04/28 by Ben.Marsh UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter". Change 2960798 on 2016/04/29 by Ben.Marsh Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT. Change 2960928 on 2016/04/29 by Ben.Marsh UGS: Change filter for buildmachine changes to only include rebuilt lightmaps. Change 2963214 on 2016/05/02 by Ben.Marsh BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running. Change 2964454 on 2016/05/03 by Ben.Marsh Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing. Change 2964533 on 2016/05/03 by Ben.Marsh BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS. Change 2964852 on 2016/05/03 by Ben.Marsh BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so. Change 2966856 on 2016/05/04 by Ben.Marsh EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc... Change 2966867 on 2016/05/04 by Ben.Marsh EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval. Change 2967504 on 2016/05/05 by Ben.Marsh UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription. Change 2967778 on 2016/05/05 by Ben.Marsh UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG. Change 2967815 on 2016/05/05 by Ben.Marsh EC: Copy the initial resource pool setting from the stream settings into an EC property Change 2967873 on 2016/05/05 by Ben.Marsh EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet. Change 2969294 on 2016/05/06 by Ben.Marsh EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments. Change 2969371 on 2016/05/06 by Ben.Marsh EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams. Change 2970623 on 2016/05/09 by Ben.Marsh UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered. Change 2970627 on 2016/05/09 by Ben.Marsh UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants. Change 2972140 on 2016/05/10 by Ben.Marsh Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger. #lockdown Nick.Penwarden [CL 2972146 by Ben Marsh in Main branch]
2016-05-10 08:49:41 -04:00
<Compile Include="Badge.cs" />
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
<Compile Include="BuildGraph.cs" />
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
<Compile Include="Graph.cs" />
<Compile Include="Node.cs" />
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
<Compile Include="Report.cs" />
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
<Compile Include="Task.cs" />
<Compile Include="JobContext.cs" />
<Compile Include="ManualTrigger.cs" />
<Compile Include="Condition.cs" />
<Compile Include="Schema.cs" />
<Compile Include="Script.cs" />
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
<Compile Include="Tasks\ChunkTask.cs" />
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2997507) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2997066 on 2016/06/01 by Michael.Noland Engine: Marked engine performance target cvars ECVF_Scalability so they can be adjusted via scalability buckets at runtime for games that target different framerates on different levels of hardware #rb none #tests Ran Paragon and changed video settings and tested t.TargetFrameTimeThreshold Change 2996816 on 2016/06/01 by Dan.Youhon Add FixedWorldDirection option for Root Motion Radial Forces; code/BP hook-up for allowing Price's reworked RMB to send all targets in the same (correct) direction - FixedWorldDirection added to both root motion system and corresponding ability tasks - Exposed AddHitResult for EffectContexts for modifying EffectContext hit results from BP - Hooked up to Price RMB - we (somewhat dirtily) route Price's location and facing through the HitResult of the EffectContext for his displacement GE #rb Dave.Ratti #tests MultiPIE #codereview Billy.Rivers #lockdown Billy.Rivers Change 2996526 on 2016/06/01 by Brian.Karis Fixed tube light typo JB made this robomerge up. Shader recompiling in our future. #RB:none #Tests:none #ROBOMERGE: MAIN, 27, 26.2 Change 2996428 on 2016/06/01 by Rolando.Caloca O - Made r.D3D.RemoveUnusedInterpolators a system setting which now also alters ddc key; fix r.Shaders.FastMath actually affecting compilation when =0 #rb Chris.Bunner #codereview Michael.Noland, Marcus.Wassmer #jira OR-22573 #tests Run with and without r.D3D.RemoveUnusedInterpolators=1 on DefaultEngine.ini Change 2996090 on 2016/06/01 by Jason.Bestimt #ORION_MAIN - Merge 26.2 @ CL 2995754 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2995816 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #CodeReview: jason.bestimt Change 2995785 on 2016/06/01 by Robert.Manuszewski Don't delete non-backup log files when cleaning up the logs folder. #rb none #tests Tested in the editor with multiple old log files Change 2995556 on 2016/05/31 by Dmitry.Rekman More info about timers on crash (OR-21986). - Somewhat desperate attempt to get more clue about timer crash. Intended to be removed later. #rb Michael.Noland #codereview Marc.Audy, Michael.Noland #tests Compiled the Linux server, ran it, crashed a few times. Change 2995397 on 2016/05/31 by Michael.Noland Rendering: Made the optimization to combine upscaling/downscaling and tonemapping optional based on the amount of upscaling that will occur - r.Tonemapper.ScreenPercentage has been renamed to r.Tonemapper.MergeWithUpscale.Mode - r.Tonemapper.MergeWithUpscale.Threshold is a new setting used when r.Tonemapper.MergeWithUpscale.Mode is set to 2, which indcates to only try to merge the passes if the ratio of the area before upscale/downscale to the area afterwards is greater than the threshold This prevents running the tonemapper on all of the target res pixels when the source res is far smaller, as that can cause it to be a loss to merge the passes Upgrade Notes: r.Tonemapper.ScreenPercentage has been renamed to r.Tonemapper.MergeWithUpscale.Mode #rb marcus.wassmer #tests Ran Paragon at various resolutions on Intel and NV cards #rn Change 2995118 on 2016/05/31 by David.Decker - Fix for build failure #rb none #tests golden path game Change 2994929 on 2016/05/31 by David.Decker #Orion_Analytics -Added PacketRecievedHistogram event that fires every minute in game the rate is configurable in DefaultGame.ini -Moved FHistogram from PerfCountersModule to ProfilingHelpers -Re-enabled Location event #rb Dmitry.Rekman #codereview Dmitry.Rekman, John.Pollard, Christopher.Wright #tests golden path game Change 2994920 on 2016/05/31 by Daniel.Lamb Added some more cooking stats to save package. #rb Wes.Hunt #test Cook Orion. Change 2994622 on 2016/05/31 by Zak.Middleton #orion - Pickup and Coin filter collision optimizations. - Added coin collision profile preset and made it ignore everything but Pawn (importantly, now ignores triggers). - Pickups filter out collision with AI earlier. Profile already did this but this avoids more branches and cache misses in PreFilter. - Coins now additionally filter out more efficiently Heroes that can't pick them (no overlap events generated at all). #rb Jon.Lietz, Frank.Gigliotti #tests PlayGo MultiPIE Change 2994305 on 2016/05/31 by Andrew.Grant Restoring prompt/exit on signed archive issue to help identify causes #rb none #tests compiled Change 2994226 on 2016/05/31 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 27 @ CL 2993946 #RB:none #Tests:none [CodeReviewed]: graeme.thornton #ROBOMERGE-SOURCE: CL 2994225 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2994204 on 2016/05/31 by bruce.nesbit More banner changes -Fixed an issue with InterpToComponent with very short times -revisions to test banner -added fade to banner/charms -tries to set team color on decativate FX #rb none #tests Game+PIE #codereview Jason.Bestimt Change 2993973 on 2016/05/30 by Robert.Manuszewski Updated protection handling #rb none #tests Compiled and applied protection Change 2993588 on 2016/05/27 by Michael.Noland Engine: Removed a bogus autocomplete for ShowMaterialDrawEvents, which was previously renamed r.ShowMaterialDrawEvents #rb none #tests Typed in ShowMat in the console and verified that no autocomplete appeared #rn Change 2993510 on 2016/05/27 by John.Pollard Fix issue with root motion sources and replays, fixes TwinBlast RMB ability animation issue, and other artifacts #rb RyanG #tests Replays Change 2993484 on 2016/05/27 by Uriel.Doyon New logic for computing the skel mesh streaming scales #rb marcus.wassmer #tests loaded editor, played with streaming scale Change 2993211 on 2016/05/27 by Uriel.Doyon Workaround for lightmap streaming flags not being correctly set. #codereview marcus.wassmer #rb marcus.wassmer #tests building lighting and investigating streaming Change 2993068 on 2016/05/27 by Marcus.Wassmer Duplicate 2989729 Fix for lightmaps and shadowmaps having low resolutions after building lightings #rb none #test PC at various scalability #codereview Uriel.Doyon Change 2993066 on 2016/05/27 by Lukasz.Furman fixed behavior tree getting stuck on ResumeLogic call copied from //UE4/Dev-Framework, CL# 2993058 #jira OR-22498 #rb none #tests none Change 2992706 on 2016/05/27 by Marcus.Wassmer Duplicate 2991726 Fix for grey skin in simple lighting model (shadows off) #rb none #test lowest settings on PC Change 2992705 on 2016/05/27 by Marcus.Wassmer Duplicate 2991727 Fix emissive decals in simple forward renderer #rb none #test PC lowest settings Change 2992658 on 2016/05/27 by David.Ratti Remove all occurrences of Ability.PersistPastDeath from granted tags. Fix code to *only* check asset tags for this tag, instead of both. #rb none #test pie Change 2992646 on 2016/05/27 by Ben.Marsh BuildGraph: Add a BuildGraph task to run a UE4 commandlet. Syntax is <Commandlet Name="..." Project="..." Arguments="...">. #rb none #tests none Change 2992252 on 2016/05/26 by Jason.Bestimt #ORION_DG - Unclog ROBO Merge in DG #RB:none #Tests:none Change 2992180 on 2016/05/26 by John.Pollard Fix issue where external data wasn't saving out properly #rb RyanG #tests Replays Change 2992159 on 2016/05/26 by Michael.Noland CVar to disable/freeze GPU particle simulation (r.GPUParticle.Simulate) [Replicated from Dev-Rendering checkin CL# 2989752 by Olaf] #rb olaf.piesche #tests Tested the command in Agora and verified that GPU particles were not being drawn Change 2992158 on 2016/05/26 by Michael.Noland Rendering: Added a cvar that controls unbinding of all texture resources between materials changes in the DX11 renderer (r.UnbindResourcesBetweenDrawsInDX11) to improve the readability of GPA captures Note: This will probably be moved to be on when markers are on rather than an independent cvar, but it is currently separate for testing #codereview marcus.wassmer #rb none #tests Ran with the var off and on and verified in GPA captures Change 2991645 on 2016/05/26 by Andrew.Grant Fix for filesize returning 0 if file not found #rb none #tests bugit now works #jira OR-20488 Change 2991290 on 2016/05/26 by Mieszko.Zielinski Added a static flag to NavigationSystem that can be used to short-circuit dynamic navigation related functions #UE4 Will save some perf on PS4 in Orion, since clients do use navigation system there. #rb Lukasz.Furman #test golden path Change 2991288 on 2016/05/26 by Mieszko.Zielinski CL#2990243 manually redone in for Orion #UE4 Original description: > Fixed behavior tree observers not being applied correctly #rb Lukasz.Furman #test golden path Change 2991271 on 2016/05/26 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 26.2 @ CL 2990688 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2991269 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2991185 on 2016/05/26 by Mieszko.Zielinski Fixed UAITask_MoveTo not releasing paths properly, or clearing path observing when task is being reused #UE4 Also, fixed FNavigationPath::DoneUpdating not converting ENavPathUpdateType properly #rb Lukasz.Furman #test golden path Change 2990788 on 2016/05/25 by Marcus.Wassmer Fix deprecation warning #rb none #test none Change 2990582 on 2016/05/25 by Marcus.Wassmer Now that render commands are enqueued again on servers, we shouldn't outright crash if an allocation gets to nullrhi #codereview Dmitry.Rekman #rb none #test none Change 2990450 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #rb:David.Hill #jira:OR-22233 #test:PC Change 2990199 on 2016/05/25 by Marcus.Wassmer Remove experimental HDR support in tonemapper. Brings tonemapper cost back down into line #rb none #codereview Michael.Noland,Brian.Karis Change 2989908 on 2016/05/25 by Andrew.Grant Changed warning about DDC cache full to Display #rb none #tests compiled Change 2989903 on 2016/05/25 by Mieszko.Zielinski Made BT component ignore subtree injection request if relevant BT nodes already use indicated asset #UE4 #rb Lukasz.Furman #test golden path Change 2989795 on 2016/05/25 by Ryan.Gerleve Fix for storing the correct URL on the pending net game for replay playback. Re-implemented this fix from Dev-Networking CL 2981198, fixes deathcam after latest main integration. #tests played a reply, enabled deathcam #rb none Change 2989483 on 2016/05/25 by David.Ratti ToggleJuggernaut cheat #rb danY #tests pie Change 2989384 on 2016/05/25 by Graeme.Thornton Extra chunk decryption tests and logging to help diagnose the random failure we're seeing in the wild - retry decrypt three times - after the first attempt, re-decrypt original source, just incase the decrypt cache has been corrupted #tests cooked pc client + dedicated server #rb robert.manuszewski Change 2989225 on 2016/05/24 by Dmitry.Rekman Fix rare crash in Linux threading code (OR-22193). - Sometimes, for some reason, freeing memory for an alternate thread from a thread in PostRun() can crash because the jemalloc apparently does not have an arena for this thread anymore. - This change works around the problem by allocating the said memory statically in LinuxThread class. #rb none #codereview Bob.Tellez, David.Vossel #tests Compiled Linux server, started it. Change 2988768 on 2016/05/24 by Uriel.Doyon Added support for SkinnedMesh in the texture streaming MeshCoordSize accuracy viewmode. #RB marcus.wassmer #tests loaded game and editor Change 2988462 on 2016/05/24 by Mieszko.Zielinski Added a piece of logging to both scenarios or movement aborting in UPathFollowingComponent::UpdatePathSegment to be able to tell them appart while reading the log #Orion #rb Lukasz.Furman #test golden path Change 2988036 on 2016/05/24 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 26.2 @ CL 2987910 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2988035 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2987457 on 2016/05/23 by Mieszko.Zielinski Redone changes from CL#2981193 #UE4 Original description: fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes) #rb Lukasz.Furman #test golden path Change 2987388 on 2016/05/23 by Olaf.Piesche Replicating CL 2985226; don't push mesh emitter transform to pixel shader unless used in the material graph #rb marcus.wassmer #tests editor game PC Change 2986255 on 2016/05/22 by Mieszko.Zielinski Manually resolving conflict that stoped robomerge from Main to DG #Orion #rb none #test compile #codereview Jason.Bestimt Change 2986209 on 2016/05/21 by Andrew.Grant Removed hitchunter logging from http thread #rb none #tests compiled Change 2986202 on 2016/05/21 by Andrew.Grant Merging //UE4/Main @ 2981382 from //UE4/Orion-Staging #rb none #tests engine & game QA passed, built locally Change 2985899 on 2016/05/20 by Rob.Cannaday Move PS4 HTTP processing to HTTP thread #tests golden path #rb dmitry.rekman Change 2985884 on 2016/05/20 by Bart.Bressler Fix issue where oodle wasn't enabled in shipping correctly. #rb john.pollard #tests ran orion server in shipping and connecting with a client Change 2985778 on 2016/05/20 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 26.2 @ CL 2985753 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2985774 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2985760 on 2016/05/20 by Rob.Cannaday Second pass on HTTP threading Move threaded objects into separate class, FHttpThread. FCurlHttpThread derives from FHttpThread and the curl multi work is performed in FCurlHttpThread Removed code that limited number of curl easy requests that were added to the multi simultaneously / per frame as now that curl work is performed on a separate thread the performance no longer directly impacts the game thread Remove lock from CurlHttp and instead of use FThreadSafeCounter #rb dmitry.rekman #tests golden path (PC & PS4) Change 2985658 on 2016/05/20 by John.Pollard Fixed issue with cached http replay results making time go backwards #rb none #tests replays Change 2985640 on 2016/05/20 by Jason.Bestimt #ROBOMERGE-AUTHOR: david.ratti Ability System: call OnRemove event for gameplay cues that are mispredicted. Previously if a looping GC was predictively added, it would only get the OnRemove event if the replicated GC was removed. In the case of a mis prediction there is no replicated version, so the OnRemove was never called and cleanup was never happening. #rb FrankG #tests multi pie #ROBOMERGE-SOURCE: CL 2985638 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2985631 on 2016/05/20 by Jason.Bestimt #ROBOMERGE-AUTHOR: david.ratti Fast TArray serialization fixes: 1. Fix case where Array ReplicationKey has changed no items between base and current state have changed. Previously server would early out and not send an update: but this needs be sent so that the client can potentially perform an implicit delete. This fixes the case where client TArray would have stale items hanging around until a new update was sent (which could potentially be never). 2. Fix case where an array item would be deleted by both explicit delete and implicit delete: causing other items in the array to be deleted (!). #rb frankG, pollard #tests golden path [CodeReviewed] Bob.Tellez, Billy.Bramer, Ben.Zeigler #ROBOMERGE-SOURCE: CL 2985629 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2985542 on 2016/05/20 by Daniel.Lamb Added per package stats. Optimized cooker, moved FTextureSource::Compress from UTexture::Presave to UTexture::Serialize so we can avoid it in the cooker. #rb Robert.Manuszewski, Andrew.Grant, Marcus.Wassmer #test cook paragon, save packages paragon editor Change 2985152 on 2016/05/20 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 26.2 @ CL 2985092 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2985150 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2985001 on 2016/05/20 by Chris.Wood Move fullcrashdump location for Paragon from QA deptartment storage to Paragon project storage. Changes CrashReportClient config only. Change 2984839 on 2016/05/20 by Robert.Manuszewski Renaming some confusing function names and updating messages related to exception handling. #rb none #tests Cooked Win64 Client and Server, Tested crash reporting in cooked game Change 2984517 on 2016/05/19 by Mike.Larson Adjusted 'PlatformHeadroom' audio volume settings to DB-3 on both Windows and PS4 Change 2983932 on 2016/05/19 by jason.bestimt #ORION_MAIN - Merge 26.2 @ CL 2983814 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2983921 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 2983864 on 2016/05/19 by Wes.Hunt Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS... #codereview:steve.robb #rb none #tests compiled Orion Editor Win64 Change 2983780 on 2016/05/19 by Wes.Hunt Modernize FAnalyticsEventAttribute usage. #jira UE-30551. Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings. * The Name must be convertible to a string * The value must be convertible to a string via an AnalyticsConversion::ToString() overload. * Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more. Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of: RecordEvent("EventName", MakeAnalyticsEventAttributeArray( "Attr1", false, "Attr2", 42.0, "Attr3", SomeMap, "Attr4", SomeArray); #codereview:steve.robb,david.decker,sam.spiro SamS - you've been asking for better attribute conversion facilities for years. Finally got it, haha. SteveR - I only added copy/move ctors to FAnalyticsEventAttribute. Do I also need to explicitly add the copy/move assignment ops? DavidD - This will allow you to create attributes a lot more easily and efficiently now. #rb steve.robb,david.decker #tests orion editor runs Change 2983702 on 2016/05/19 by Daniel.Lamb Renumbered cooking stats to be more correct #rb Wes.Hunt #test cook paragon. Change 2983392 on 2016/05/19 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 26.2 @ CL 2983342 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2983391 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2982910 on 2016/05/18 by Marcus.Wassmer Don't fail entire deployments because obsolete manifest can't find the files to delete #rb none #codereview Peter.Sauerbrei #test none Change 2982902 on 2016/05/18 by Marcus.Wassmer Disable HTTP networkfilesystem because it constantly crashes cookonthefly servers. platform team is aware #rb none #test cookonthefly Change 2982837 on 2016/05/18 by David.Ratti Spot merge safety check in ~FAgggregator. From BobT CL 2966255. #rb none #tests compile Change 2982723 on 2016/05/18 by Wes.Hunt Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #jira UE-30559 #rb none #tests none Change 2982716 on 2016/05/18 by Wes.Hunt Remove Analytics code to divert legacy code to source data collector. #jira UE-27794 #rb none #tests run orion editor Change 2982707 on 2016/05/18 by Wes.Hunt AnalyticsET support for arbitrary Json events. #jira UE-30375 * AnalyticsET supports a new API, RecordEventJson. * API supports rvalue refs to avoid unnecessary copies of the attribute array. /** * Sends an event where each attribute value is expected to be a string-ified Json value. * Meaning, each attribute value can be an integer, float, bool, string, * arbitrarily complex Json array, or arbitrarily complex Json object. * * The main thing to remember is that if you pass a Json string as an attribute value, it is up to you to * quote the string, as the string you pass is expected to be able to be pasted directly into a Json value. ie: * * { * "EventName": "MyStringEvent", * "IntAttr": 42 <--- You simply pass this in as "42" * "StringAttr": "SomeString" <--- You must pass SomeString as "\"SomeString\"" * } * * @param EventName The name of the event. * @param AttributesJson array of key/value attribute pairs where each value is a Json value (pure Json strings mustbe quoted by the caller). */ virtual void RecordEventJson(const FString& EventName, TArray<FAnalyticsEventAttribute>&& AttributesJson) = 0; #codereview:david.decker #rb david.decker #tests run orion editor Change 2982057 on 2016/05/18 by David.Ratti GameplayCue loading - fix issue where GCM would invoke fully loaded when there were still UGameplayCueNotify_Statics to be loaded. #rb Ori.Cohen #tests golden path Change 2981943 on 2016/05/18 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 26.2 @ CL 2981896 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2981942 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2981812 on 2016/05/18 by Robert.Manuszewski Suspending thread heartbeat when a message box is being displayed. Fixes false positives in hand detection. #rb Steve.Robb #tests Cooked and launched win64 client and server Change 2981718 on 2016/05/18 by Robert.Manuszewski Changed how suspending/resuming thread heartbeat works: it will no longer create a heartbeat for a thread that hasn't sent any heartbeats yet. Reimplementing CL #2951209 from Dev-Core #rb Steve.Robb #tests None Change 2981108 on 2016/05/17 by Wes.Hunt Fix perfect forwarding constructor in CookStats stuff. #rb none #tests investigating assembly output of cook stats code. #codereview:daniel.lamb Change 2981028 on 2016/05/17 by Nick.Atamas Fixing hittest grid with virtual cursor. We now prefer any directly hit-test widgets with higher layer ids to those discovered through a distance search. #rb none #test Game menus #codereview Cody.Haskell,Matt.Kuhlenschmidt,Sammy.James,Dan.Hertzka Change 2980963 on 2016/05/17 by Marc.Audy Fix shadowed variable #rb None #tests Compile Change 2980917 on 2016/05/17 by Daniel.Lamb Removed script packages from unable to find packages warning. #rb Andrew.Grant #test cook paragon Change 2980838 on 2016/05/17 by Marc.Audy Shave some time out of UPlayerInput::ProcessInputStack #rb Michael.Noland #tests Input works, performance improvement Change 2980710 on 2016/05/17 by Michael.Noland Engine: Added helpful comments to the LOD visualization colors #rn #rb david.ratti #tests none Change 2980706 on 2016/05/17 by Michael.Noland Engine: Removed unused setting bAllowDebugViewmodesOnConsoles (replaced some time ago by r.ForceDebugViewModes) #rn #rb david.ratti #tests Ran a cooked build with only r.ForceDebugViewModes=1 and confirmed that debug view modes still worked Change 2980703 on 2016/05/17 by Michael.Noland Blueprints: Added support for emitting the Blueprint Description as tooltip metadata for the compiled Blueprint class (displayed in class pickers, etc...) #rb david.ratti #tests Tested on a Blueprint in Paragon #codereview mike.beach #rn Change 2980702 on 2016/05/17 by Michael.Noland Rendering: Added ProfileGPU to the console autocomplete list #rb david.ratti #tests Tried typing Profile in the console and verified that the completion worked and tooltip was displayed #rn Change 2980697 on 2016/05/17 by Michael.Noland Landscape: Added a 'resource' name for landscape to improve display in the mesh summary list of ProfileGPU #codereview jack.porter #rb david.ratti #tests Used ProfileGPU while standing on some terrain #rn Change 2980692 on 2016/05/17 by Michael.Noland Landscape: Added a scalability CVar for landscape LOD biasing (r.LandscapeLODBias) #codereview jack.porter #rb david.ratti #tests Ran around in Paragon with various r.LandscapeLODBias values #rn Change 2980630 on 2016/05/17 by Daniel.Lamb Added more warnings to help track down crash in paragon cook. #rb Andrew.Grant #test cook orion Change 2980585 on 2016/05/17 by Jamie.Dale Fixed an issue where the editable text caret could become invisible when using UI scaling It's now clamped to a min draw size of 1px. #jira OR-18524 #rb none #tests Built and ran the game. Verified that the caret now appears where it didn't before. Change 2979908 on 2016/05/16 by jason.bestimt #ORION_MAIN - Merge 26.2 @ CL 2979859 #RB:none #Tests:none #CodeReview: jaymee.stanford Change 2979472 on 2016/05/16 by Nick.Atamas Added support for not clearing the render target when rendering a widget. #rb Nick.Darnell #test PIE w/ minimap Change 2979434 on 2016/05/16 by Dmitry.Rekman Server: Add reporting of frame time without sleep. - Also add NumClients to each event so it's easy to filter events that didn't have 10 clients. #rb none #tests Built Linux server, ran match on a compatible content. Change 2979267 on 2016/05/16 by Dmitry.Rekman Improvements in server hitch hunting / alerting. - Add an analytics event for unplayable conditions. - Send % of frames we hitched and time we spent hitching. - Send more detail about the machine. #rb none #tests Built Linux server and Windows client, played a match. Change 2979030 on 2016/05/16 by Andrew.Grant Added quick way to reasign GUIDs (-AssignNewMapGuids) to map objects #rb none #tests used in editor Change 2978914 on 2016/05/16 by David.Ratti Fix issue causing gameplay cue parameters not properly being passed through in cases where GA adds/removes gameplay cue. #rb DanY #tests multi pie #codereview Dave.Ewing Change 2978681 on 2016/05/16 by Martin.Wilson Performance improvements for recalc required bones, removed a lot of unneeded array iterating. Reduces cost to roughly 30% of original code. #rb Thomas.Sarkanen #tests PS4 games, ded server Change 2978098 on 2016/05/15 by Andrew.Grant Clearer error message #rb none #tests ran game Change 2977597 on 2016/05/13 by Olaf.Piesche Merging using //UE4/Dev-Rendering->//Orion/Dev-General; fixes for beam particle selection code #rb martin.mittring #tests PC editor game Change 2977531 on 2016/05/13 by Daniel.Lamb Added cooking stat for PreSave callback. #rb Wes.Hunt #test cook paragon Change 2977340 on 2016/05/13 by jason.bestimt #ORION_MAIN - Merge 26@ CL 2977290 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2977329 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 2977139 on 2016/05/13 by Jason.Bestimt #ROBOMERGE-AUTHOR: jon.lietz OR-20830 only allow the periodic effects from a gameplay volume trigger first application triggers on BeginOverlap and Enable volume. #RB DaveR #test tracked when the poinson from an active card is applied and not applied #ROBOMERGE-SOURCE: CL 2977135 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2976741 on 2016/05/13 by David.Ratti GameplayCues that are triggered off animation notifies on the non-primary mesh will now properly attach to that non primary mesh. #rb lietz #test pie, golden path Change 2976715 on 2016/05/13 by Jason.Bestimt #ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Fix for bad merge #rb none #tests built automation #ROBOMERGE-SOURCE: CL 2976680 in //Orion/Release-0.26/... via CL 2976712 via CL 2976713 via CL 2976714 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2976679 on 2016/05/13 by Robert.Manuszewski Tweaks to DLL injection detection code #rb Steve.robb #tests cooked Win64 client Change 2976670 on 2016/05/13 by Robert.Manuszewski UAT: Arxan upgrade to 3.9.1 #rb Ben.Marsh #tests Win64 cooked client (test config) Change 2976654 on 2016/05/13 by Graeme.Thornton Shadowed variable warning fix #rb none #tests compiled win64/ps4 client Change 2976645 on 2016/05/13 by Graeme.Thornton Refactoring of resident mip calculations - Cooker takes into account the same compression block thresholds that the runtime previously used - Runtime doesn't attempt to calculate which mips to perma-load, but just looks at the ones whose bulk data is flagged as end-of-file or seperate-file #rb nick.penwarden #tests win64/ps4 client builds, golden path [CL 3000872 by Andrew Grant in Main branch]
2016-06-04 01:20:53 -04:00
<Compile Include="Tasks\CommandletTask.cs" />
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
<Compile Include="Tasks\CsCompileTask.cs" />
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
<Compile Include="Tasks\TagReceiptTask.cs" />
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
<Compile Include="Tasks\LabelBuildTask.cs" />
<Compile Include="Tasks\MergeTask.cs" />
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
<Compile Include="Tasks\PakFileTask.cs" />
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
<Compile Include="Tasks\PostBuildTask.cs" />
<Compile Include="Tasks\RenameTask.cs" />
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
<Compile Include="Tasks\SpawnTask.cs" />
<Compile Include="Tasks\LogTask.cs" />
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2972140) ========================== MAJOR FEATURES + CHANGES ========================== Change 2959679 on 2016/04/28 by Ben.Marsh UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag. Change 2959695 on 2016/04/28 by Ben.Marsh UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter". Change 2960798 on 2016/04/29 by Ben.Marsh Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT. Change 2960928 on 2016/04/29 by Ben.Marsh UGS: Change filter for buildmachine changes to only include rebuilt lightmaps. Change 2963214 on 2016/05/02 by Ben.Marsh BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running. Change 2964454 on 2016/05/03 by Ben.Marsh Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing. Change 2964533 on 2016/05/03 by Ben.Marsh BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS. Change 2964852 on 2016/05/03 by Ben.Marsh BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so. Change 2966856 on 2016/05/04 by Ben.Marsh EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc... Change 2966867 on 2016/05/04 by Ben.Marsh EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval. Change 2967504 on 2016/05/05 by Ben.Marsh UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription. Change 2967778 on 2016/05/05 by Ben.Marsh UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG. Change 2967815 on 2016/05/05 by Ben.Marsh EC: Copy the initial resource pool setting from the stream settings into an EC property Change 2967873 on 2016/05/05 by Ben.Marsh EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet. Change 2969294 on 2016/05/06 by Ben.Marsh EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments. Change 2969371 on 2016/05/06 by Ben.Marsh EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams. Change 2970623 on 2016/05/09 by Ben.Marsh UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered. Change 2970627 on 2016/05/09 by Ben.Marsh UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants. Change 2972140 on 2016/05/10 by Ben.Marsh Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger. #lockdown Nick.Penwarden [CL 2972146 by Ben Marsh in Main branch]
2016-05-10 08:49:41 -04:00
<Compile Include="Tasks\SubmitTask.cs" />
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
<Compile Include="Tasks\TagTask.cs" />
<Compile Include="Tasks\CommandTask.cs" />
<Compile Include="Tasks\CompileTask.cs" />
<Compile Include="Tasks\CookTask.cs" />
<Compile Include="Tasks\CopyTask.cs" />
<Compile Include="Tasks\DeleteTask.cs" />
<Compile Include="Tasks\SignTask.cs" />
<Compile Include="Tasks\StageTask.cs" />
<Compile Include="Tasks\StripTask.cs" />
<Compile Include="Tasks\SetVersionTask.cs" />
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
<Compile Include="Tasks\UnzipTask.cs" />
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
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