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UnrealEngineUWP/Engine/Source/Editor/IntroTutorials/IntroTutorials.Build.cs

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class IntroTutorials : ModuleRules
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3233612 on 2016/12/13 by Ben.Marsh UGS: Fix cases where precompiled binaries are submitted for a content change. Change 3235584 on 2016/12/14 by Ben.Marsh UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead. Change 3235741 on 2016/12/14 by Ben.Marsh UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself. Change 3238176 on 2016/12/16 by Ben.Marsh UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs. Change 3238249 on 2016/12/16 by Ben.Marsh UBT: Add attribute-driven command line parser. Change 3238462 on 2016/12/16 by Ben.Marsh UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly. Change 3238564 on 2016/12/16 by Ben.Marsh UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor. Change 3239919 on 2016/12/19 by Ben.Marsh UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined. Change 3240061 on 2016/12/19 by Ben.Marsh UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more. Change 3240175 on 2016/12/19 by Ben.Marsh UBT: Add the target name and project file location to the target rules. Change 3240490 on 2016/12/19 by Ben.Marsh UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs. Change 3240717 on 2016/12/20 by Ben.Marsh UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line. Change 3240718 on 2016/12/20 by Ben.Marsh UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT. Change 3241002 on 2016/12/20 by Ben.Marsh UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance. Change 3241027 on 2016/12/20 by Ben.Marsh Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency. Change 3241055 on 2016/12/20 by Ben.Marsh UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated. Change 3241156 on 2016/12/20 by Ben.Marsh Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using. Change 3241205 on 2016/12/20 by Ben.Marsh Replace all uses of TargetRules.TargetType with TargetType. Change 3241881 on 2016/12/21 by Ben.Marsh UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path. Change 3241895 on 2016/12/21 by Ben.Marsh UBT: Remove toolchain support for Windows XP. Change 3241908 on 2016/12/21 by Ben.Marsh UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field. Change 3242835 on 2016/12/22 by Ben.Marsh UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice. Change 3242837 on 2016/12/22 by Ben.Marsh Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds. Change 3242923 on 2016/12/22 by Ben.Marsh Build: Fixes for conforming incremental workspaces: * P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason. * Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces. Change 3242961 on 2016/12/22 by Ben.Marsh UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before. Change 3242981 on 2016/12/22 by Ben.Marsh UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT. Change 3242999 on 2016/12/22 by Ben.Marsh UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes. Change 3243022 on 2016/12/22 by Ben.Marsh UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line. Change 3243083 on 2016/12/22 by Ben.Marsh UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules. Change 3243090 on 2016/12/22 by Ben.Marsh UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work. Change 3243423 on 2016/12/23 by Ben.Marsh UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes. Change 3243516 on 2016/12/23 by Ben.Marsh UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs) Change 3244020 on 2016/12/28 by Ben.Marsh UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties. Change 3244074 on 2016/12/28 by Ben.Marsh UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary. Change 3244076 on 2016/12/28 by Ben.Marsh UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead. Change 3244083 on 2016/12/28 by Ben.Marsh UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes. Change 3244441 on 2016/12/31 by Ben.Marsh UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur. Change 3244687 on 2017/01/03 by Matthew.Griffin Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs Change 3246112 on 2017/01/04 by Ben.Marsh UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build. Change 3246223 on 2017/01/04 by Ben.Marsh UBT: Prevent version manifests being overridden if a file is not being built as part of the target. Change 3246387 on 2017/01/04 by Ben.Marsh UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it. Change 3247004 on 2017/01/04 by Ben.Marsh UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place. Change 3247250 on 2017/01/04 by Ben.Marsh UBT: Prevent precompiled binaries being added to the list of app binaries twice. Change 3247594 on 2017/01/05 by Ben.Marsh Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build. Change 3247763 on 2017/01/05 by Ben.Marsh UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them. Change 3247775 on 2017/01/05 by Ben.Marsh UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance. Change 3247811 on 2017/01/05 by Ben.Marsh EC: Add a batch file for testing postp filters. Change 3247839 on 2017/01/05 by Ben.Marsh EC: Include the name of the file being compiled when parsing MSVC errors and warnings. Change 3248101 on 2017/01/05 by Ben.Marsh UBT: Fix Android support for force included headers. Change 3248533 on 2017/01/05 by Ben.Marsh PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott) Change 3249205 on 2017/01/06 by Ben.Marsh UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present. Change 3249249 on 2017/01/06 by Ben.Marsh UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines. Change 3249486 on 2017/01/06 by Ben.Marsh UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies. Change 3249736 on 2017/01/06 by Ben.Marsh UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object. Change 3250179 on 2017/01/07 by Ben.Marsh Fix creating installed build when root directory contains a space in the name. Change 3250181 on 2017/01/07 by Ben.Marsh UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms. Change 3250223 on 2017/01/07 by Ben.Marsh UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together. Change 3250233 on 2017/01/07 by Ben.Marsh UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out. Change 3250241 on 2017/01/07 by Ben.Marsh UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules. Change 3250400 on 2017/01/08 by Ben.Marsh UBT: Move executor config settings onto the executor instances. Change 3257708 on 2017/01/13 by Ben.Marsh UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change. Change 3260535 on 2017/01/17 by Ben.Marsh Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job. Change 3260875 on 2017/01/17 by Ben.Marsh EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced. To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile. Change 3261724 on 2017/01/18 by Ben.Marsh Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job. Change 3261756 on 2017/01/18 by Ben.Marsh IncludeTool: Prevent matching a full enum declaration as a forward declaration. Change 3261932 on 2017/01/18 by Ben.Marsh EC: Add support for specifying days of the week in schedules. The following syntaxes are supported: "Monday, Tuesday and Wednesday at 10:30" "Daily except Sunday and Wednesday at 14:30" Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name. #jira UEB-729 Change 3262676 on 2017/01/18 by Ben.Marsh UBT: Split UBTMakefile into its own file. (From PR #3106) Change 3263893 on 2017/01/19 by Ben.Marsh UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc... Change 3264291 on 2017/01/19 by Ben.Marsh UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts. Change 3264534 on 2017/01/19 by Ben.Marsh UBT: Include plugin config files in generated projects. Change 3264571 on 2017/01/19 by Ben.Marsh UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files. Change 3265745 on 2017/01/20 by Ben.Marsh UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance. Change 3265777 on 2017/01/20 by Ben.Marsh UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode. Change 3268314 on 2017/01/23 by Ben.Marsh UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed. Change 3269601 on 2017/01/24 by Ben.Marsh UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled. Change 3269607 on 2017/01/24 by Ben.Marsh UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that. Change 3269608 on 2017/01/24 by Ben.Marsh UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated. Change 3271062 on 2017/01/24 by Ben.Marsh UBT: Fixes for bugs detected by PVS Studio (PR #3161) Change 3272421 on 2017/01/25 by Ben.Marsh Fix commends regarding DDC in BaseEngine.ini #jira UE-41076 Change 3272810 on 2017/01/25 by Ben.Marsh Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel. Change 3272935 on 2017/01/25 by Ben.Marsh Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS. Change 3274167 on 2017/01/26 by Ben.Marsh Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables. #jira UE-36457 Change 3275557 on 2017/01/27 by Ben.Marsh Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is. Change 3275628 on 2017/01/27 by Ben.Marsh UBT: Splitting configuration files into one class per-file. Change 3276784 on 2017/01/29 by Ben.Marsh Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it. Change 3276792 on 2017/01/29 by Ben.Marsh UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT. Change 3277263 on 2017/01/30 by Ben.Marsh IncludeTool: Merging various fixes. * Fix warnings about #include directives after first code block from parsing monolithic headers. * Fix exception on startup if the intermediate directory does not already exist. * Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location. * Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare. * Remove (unused) code which makes assumptions about files ending with "Classes.h". * Add a verbose per-file output log to aid with debugging. * Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default. * Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list. * Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant. * Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first. * Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't. Change 3277307 on 2017/01/30 by Ben.Marsh UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line. [CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
public IntroTutorials(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine", // @todo Mac: for some reason CoreUObject and Engine are needed to link in debug on Mac
"InputCore",
"Slate",
"EditorStyle",
"Documentation",
"GraphEditor",
"BlueprintGraph",
"MessageLog"
}
);
PrivateIncludePaths.AddRange(
new string[] {
"Editor/IntroTutorials/Private",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"UnrealEd",
"Kismet",
Slate: Refactored core Slate implementation into SlateCore module in preparation for UMG. Other Updates: - The WidgetReflector is now in its own module as well. It will be converted to a plug-in later. - The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed. - Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed. - Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.) Upgrade Notes: - The Slate Remote Server is currently disabled - will be re-enabled shortly! - If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file. - If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore' - The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed - IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget() Troubleshooting: - After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project - If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore' - If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine [CL 2057118 by Max Preussner in Main branch]
2014-04-26 15:07:24 -04:00
"PlacementMode",
"SlateCore",
"Settings",
"PropertyEditor",
"DesktopPlatform",
"AssetTools",
"SourceCodeAccess",
"ContentBrowser",
"LevelEditor",
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2994668) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2970637 on 2016/05/09 by Martin.Wilson Fix incorrect conflict resolve in merge from main Change 2976393 on 2016/05/12 by Zak.Middleton #ue4 - Set AudioComponent bUseAttachParentBounds=true to reduce cost of transform updates (avoids virtual CalcBounds() when transform changes). #tests PIE w/ audio Change 2976770 on 2016/05/13 by Lina.Halper Improvement on mirroring fix branch #code review: Zak.Middleton Change 2976774 on 2016/05/13 by Lukasz.Furman fixed missing memory callbacks for instanced behavior tree nodes #jira UE-30305 Change 2976775 on 2016/05/13 by Lukasz.Furman fixed multiple calls to behavior tree's instance cleanup #jira UE-30593 Change 2976801 on 2016/05/13 by Jon.Nabozny Add an optional argument FSkeletalMeshMerge. When set to EMeshBufferAccess::ForceCPUAndGPU, keeps a reference to the vertex buffer on CPU (e.g. for spawning particle effects). #JIRA UE-30405 Change 2976985 on 2016/05/13 by Jon.Nabozny Fix initializer list ordering for FSkeletalMeshMerge. Change 2977532 on 2016/05/13 by Marc.Audy PR #2348: [Local Multiplayer] Gamepad player assignment improvements (Contributed by kukiric) #jira UE-30162 Change 2977637 on 2016/05/13 by Marc.Audy Add Get/Set controller ID for a player in gameplay statics #jira UE-28718 Change 2979387 on 2016/05/16 by Jon.Nabozny Initialize FBox used to store results for CalculateQuatACF96Bounds. #JIRA UE-30846 Change 2979968 on 2016/05/17 by bruce.nesbit Added comment in FCanvasLineItem to warn only SE_BLEND_Opaque will be used when rendering. Change 2979969 on 2016/05/17 by bruce.nesbit Added comment in AddLine/AddPoint to warn only SE_BLEND_Opaque will be used when rendering. Change 2980271 on 2016/05/17 by Lina.Halper Improved comment #code review: Benn.Gallagher Change 2980317 on 2016/05/17 by Lukasz.Furman removing NavCollision from static mesh on property change and PostLoad if static mesh is not supposed to have one #ue4 Change 2980717 on 2016/05/17 by Zak.Middleton #ue4 - Optimize UCapsuleComponent::CalcBounds() to remove sqrt and use tighter bounding sphere radius. Change 2981193 on 2016/05/17 by Lukasz.Furman fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes) #ue4 Change 2981927 on 2016/05/18 by Lina.Halper - Remove vertex animation code - Removing UVertexAnimation - Fixed reinitialization issue that was triggered by SetVertexAnimation - todo: consolidate UMorphtarget and UVertexAnimBase #code review: James.Golding, Martin.Wilson Change 2981957 on 2016/05/18 by Lina.Halper Add recursive stack check on update animation #code review: Martin.Wilson Change 2982116 on 2016/05/18 by Benn.Gallagher Removed optimize macros accidentally left after bounds extension feature for skel meshes Change 2982255 on 2016/05/18 by Jon.Nabozny FSkeletalMeshMerge constructor "MeshBufferAccess" default should be EMeshBufferAccess:Default instead of EMeshBufferAccess::ForceCPUAndGPU. Change 2982607 on 2016/05/18 by Marc.Audy Cleanup places calling GetWorld() multiple times Change 2982621 on 2016/05/18 by Marc.Audy Make UActorComponent::GetWorld final and inlined to avoid unnecessary function calls Put uncached logic in to a separate function Change 2983424 on 2016/05/19 by Marc.Audy Minor tweaks to reduce GetWorld calls Change 2983465 on 2016/05/19 by Lina.Halper Combine VertexAnimBase and MorphTarget to just MorphTarget - VertexAnimBase is gone - Modified most of VertexAnim to MorphTarget - Removed state, time related data #code review: James.Golding, Rolando.Caloca Change 2983609 on 2016/05/19 by Marc.Audy Inline AActor::GetLevel Half GetWorld() calls from AActor::GetNetMode() Change 2983772 on 2016/05/19 by Marc.Audy Fix Mac compile Change 2983931 on 2016/05/19 by Marc.Audy Remove pointless AccelMouse function Change 2984061 on 2016/05/19 by Marc.Audy Reorg some headers to fix compilation issues Change 2984409 on 2016/05/19 by Aaron.McLeran #jira UE-31049 Updating the Oculus Audio SDK to vs 1.02 Implementing 2984316 from Releases/4.12 to Dev-Framework Change 2984574 on 2016/05/19 by Aaron.McLeran Fix for platform headroom scalar. Using correct dB to linear formula (not one for power) dB = 20 * log(Linear), not dB = 10 * log(Linear) Change 2985041 on 2016/05/20 by Jon.Nabozny ConvertQueryOverlap only returns the base actor if multiple actors have bSimulatePhysics enabled and are welded together. #JIRA UE-30484 Change 2985118 on 2016/05/20 by Marc.Audy Another attempt to convince Mac to build Change 2985192 on 2016/05/20 by Marc.Audy Properly forward declare ABrush Change 2985724 on 2016/05/20 by Zak.Middleton #ue4 - Optimize NaN and Infinite checks for FVector, FQuat, FRotator, FMatrix, FTransform. SIMD version VectorContainsNaNOrInfinite() also optimized on relevant platforms. Added startup tests for VectorContainsNaNOrInfinite(). - All our "ContainsNaN()" tests are in fact "IsNaN() || IsInfinite()", which is the same as "!IsFinite()", so exploited this to simplify the tests. Both NaN and +/-Inf are not finite (http://en.cppreference.com/w/cpp/numeric/math/isfinite). In the future we should rename ContainsNaN(). - Still need to audit some uses in shipping configs. #jira UE-30999 Change 2986016 on 2016/05/20 by Zak.Middleton #ue4 - Fix uint32 used for int32 values. Behavior was unaffected. Change 2986017 on 2016/05/20 by Zak.Middleton #ue4 - Fix overlaps being dropped from within a FScopedMoveUpdate when rotation occurs. Remove invalid assert. Change 2986833 on 2016/05/23 by Zak.Middleton #ue4 - Move ETeleportType from ActorComponent.h to EngineTypes.h. Add comment to FHitResult for ImpactPoint when it's penetrating. Change 2986916 on 2016/05/23 by Rolando.Caloca DF - GPU morph targets proof of concept - Disabled by default - Not compatible with gpu skin cache - No extra memory required yet until it's used; creates buffers per frame (very slow!) Change 2987539 on 2016/05/23 by Rolando.Caloca DF - Remove unused member and downgrade FActiveMorphTarget to not be a USTRUCT Change 2987981 on 2016/05/24 by James.Golding PR #2162 : Exported AAudioVolume so that projects can derive custom classes. https://github.com/EpicGames/UnrealEngine/pull/2162 #github 2162 #jira UE-28533 Change 2987982 on 2016/05/24 by James.Golding PR #2318 : Fix memory allocation in CustomMeshComponent.cpp https://github.com/EpicGames/UnrealEngine/pull/2318 #github 2318 #jira UE-29864 Change 2987983 on 2016/05/24 by James.Golding Merging engine changes back from GDC demo: - Export FFIRFilterTimeBased from Engine module - Add FFIRFilterTimeBased::SetWindowDuration - Add FBaseCompactPose::CopyBonesTo Change 2987984 on 2016/05/24 by James.Golding UE-30137 No longer include collision in StatiMeshComponent bounds (bounds no longer user for any collision calculation) Change 2987985 on 2016/05/24 by James.Golding UE-27801 Export ConvertToCollisionChannel, ConvertToObjectType, and ConvertToTraceType members of UCollisionProfile Change 2987987 on 2016/05/24 by James.Golding OR-17910 : Support 'show collision' in Test configuration Change 2988123 on 2016/05/24 by Jon.Nabozny Prevent FBodyInstance::Weld causing duplicate PhsyXShapes to be created / added to ShapeToBodiesMap when toggling SimulatePhysics on PrimitiveComponent. #JIRA UE-31189 Change 2988449 on 2016/05/24 by Rolando.Caloca DF - Split FActiveMorphTarget's weight into its own array in prep for GPU friendly data Change 2988485 on 2016/05/24 by Jon.Nabozny Swap order of setRigidBodyFlag and setRigidDynamicFlag inside UpdateInstanceSimulatePhysics to prevent PhysX error about Kinematic bodies not using CCD. #JIRA UE-30993 Change 2988969 on 2016/05/24 by Rolando.Caloca DF - GPU morph targets - Enable using r.MorphTarget.Mode 1 Change 2989645 on 2016/05/25 by Marc.Audy Apply CL# 2989481 to Dev-Framework #jira UE-31055 Change 2989987 on 2016/05/25 by Wes.Hunt Redo of CL#2982707 2982716 2982723 2983780 2983864 from //Orion/Dev-General in preparation for continuing Analytics refactor in a Dev branch. AnalyticsET support for arbitrary Json events. * AnalyticsET supports a new API, RecordEventJson. * API supports rvalue refs to avoid unnecessary copies of the attribute array. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982707 by Wes.Hunt on 2016/05/18 17:22:20. Remove Analytics code to divert legacy code to source data collector. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982716 by Wes.Hunt on 2016/05/18 17:27:25. Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982723 by Wes.Hunt on 2016/05/18 17:29:40. Modernize FAnalyticsEventAttribute usage. 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); #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983780 by Wes.Hunt on 2016/05/19 13:51:48. Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS... #AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983864 by Wes.Hunt on 2016/05/19 14:17:05. Change 2989988 on 2016/05/25 by Wes.Hunt Fix usage of FAnalyticsEventAttribute constructor using a bitfield that was invalidated by the change to make FAnalyticsEventAttribute use a perfect forwarding constructor. bitfields cannot be perfect-forwarded... :( Change 2990493 on 2016/05/25 by Joe.Graf Added tooltips to the collision analyzer's buttons #CodeReview: james.golding Change 2991064 on 2016/05/26 by James.Golding - Remove many Animation headers from Engine.h - Remove AnimationAsset.h from SkeletalMeshComponent.h, Character.h, CharacterMovementComponent.h Change 2991113 on 2016/05/26 by Benn.Gallagher Fixed edge case in random sequence player where we might trigger an extra loop when waiting on a blend to finish. And made it impossible for a shuffle list to start with the animation that is currently playing (seemingly duplicating the anim). Change 2991163 on 2016/05/26 by Rolando.Caloca DF - Rename and refactor some morph target compute shader in prep for interop with skin cache Change 2991167 on 2016/05/26 by Jon.Nabozny Add `#include "DataTable.h"` to GameplayTagsManager.h. FGameplayTagTableRow is derived from FTableRowBase which isn't necessarily included. This issue is hidden in most cases as "Engine.h" includes "DataTable.h". Change 2991183 on 2016/05/26 by Wes.Hunt Disable general forwarding constructor for AnalyticsEventAttribute for non arithmetic types, so they are free to choose other overloads more appropriately. Change 2991199 on 2016/05/26 by Wes.Hunt Drastically reducing the headers dependencies on analytics headers. Analytics headers no longer appear in PCH files, and rarely if ever appear in a header file. IAnalyticsProviderModule.h only touches 8 source files. Analytics.h only touches 8 source files. IAnalyticsProvider.h only touches 5 headers and 97 source files. AnalyticsET.h only touches 12 source files. Change 2991301 on 2016/05/26 by James.Golding Fix CIS for Fortnite Change 2991319 on 2016/05/26 by James.Golding Fix CIS for Orion Change 2991373 on 2016/05/26 by Joe.Graf Tweaked the tooltip text for the collision analyzer record button to be correct for both states Added a common button style so that the buttons have a consistent look #CodeReview: james.golding Change 2991401 on 2016/05/26 by James.Golding Fix UT CIS Change 2991406 on 2016/05/26 by James.Golding Fix Ocean CIS Change 2991491 on 2016/05/26 by Lina.Halper Moved MorphTarget.h - Checked in modified functions fo AnimationRuntime for other features coming up - Should not change any behavior of existing content #code review: James.Golding, Rolando.Caloca Change 2991494 on 2016/05/26 by Wes.Hunt Fix for Unity error in AnalyticsET module after hedaer dependency reduction Change 2991503 on 2016/05/26 by Jon.Nabozny Fix issue where FConstraintInstance (inside UPhysicsConstraintComponent) is not editable in InstanceEditor but is editable in BlueprintEditor. #JIRA UE-31267 Change 2991562 on 2016/05/26 by Zak.Middleton #ue4 - Reduce allocations during movement and overlap queries and when grabbing shapes from physx actors. Change 2991586 on 2016/05/26 by James.Golding More CIS fixes for Orion and Fortnite Change 2991673 on 2016/05/26 by Wes.Hunt Another non-unity fix for Analytics include dependency reduction. Change 2991733 on 2016/05/26 by Zak.Middleton #dev - Test map, 50 walking dudes. Change 2991781 on 2016/05/26 by Lina.Halper Back out revision 15 from //UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp - Back out a part of changes that I didn't mean to check in. Change 2991922 on 2016/05/26 by Zak.Middleton #ue4 - Maybe fix Mac build. Change 2991957 on 2016/05/26 by Joe.Graf Fixed the collision analyzer file open text (said project instead of collision) Change 2991991 on 2016/05/26 by Lina.Halper Fix compile error Change 2992089 on 2016/05/26 by Zak.Middleton #ue4 - Fix Mac/PS4 build. Change 2992108 on 2016/05/26 by Wes.Hunt Yet another non-unity fix for Analytics header inclusion reduction. Change 2992190 on 2016/05/26 by Zak.Middleton #ue4 - Mark FHitResult, FOverlapResult, FOverlapInfo as POD types. Avoids destructors etc when in TArrays. Change 2992593 on 2016/05/27 by Martin.Wilson Build fixes for non editor platforms Change 2992885 on 2016/05/27 by Rolando.Caloca DF - Fix crash on thumbnails #jira UE-31398 Change 2993058 on 2016/05/27 by Lukasz.Furman fixed behavior tree getting stuck on ResumeLogic call #jira OR-22498 Change 2993064 on 2016/05/27 by Zak.Middleton #ue4 - Fix root motion network corrections not clearing root motion data. udn: https://udn.unrealengine.com/questions/294985/jittering-in-character-movement-during-networked-m.html #jira UE-31316 Change 2993215 on 2016/05/27 by Lukasz.Furman gameplay debugger fixes: navmesh rendering is not hidden after disabling tool, player stuck in spectator mode after disabling tool, confusing version description for categories without data packs added replicated input bindings for debugger's categories #ue4 Change 2993521 on 2016/05/27 by Zak.Middleton #ue4 - Reduce allocations in UI Canvas items. Change 2993995 on 2016/05/30 by Mieszko.Zielinski Temporary fix for BBKeySelector not handling properly multiple UObject subtypes #UE4 #jira UE-31435 Change 2993998 on 2016/05/30 by Mieszko.Zielinski Improves handling of a special case in EQS score normalization, where all items have the same score #UE4 We used to set the normalized score of 1 for all items, which was counter intuitive if all items have scored 0 in an unnormalized test. The improve handling detects that and assigns score of 0 in that case. Change 2993999 on 2016/05/30 by Mieszko.Zielinski Fixed FEQSParametrizedQueryExecutionRequest converting non-BB values into EQS params wrong #UE4 Change 2994000 on 2016/05/30 by Mieszko.Zielinski Exposed UNavigationInvokerComponent as part of ENGINE_API so that it can be spawned procedurally in C++ in game specific code #UE4 Change 2994003 on 2016/05/30 by Mieszko.Zielinski Fixed naming of console variable controllin v-logging of FGameplayAttribute #UE4 The old name was copy-pasted from somewhere. Change 2994007 on 2016/05/30 by Mieszko.Zielinski Fixed unregistering listeners from perception system not clearing up all data #UE4 Also, introduced two precisely named functions, GetCurrentlyPerceivedActors and GetKnownPerceivedActors to replace ambiguous GetPerceivedActors Also, renamed UAIPerceptionComponent::TActorPerceptionContainer to UAIPerceptionComponent::FActorPerceptionContainer Change 2994475 on 2016/05/31 by Wes.Hunt Fix Unity build failure for analytics inclusion reduction for IOSFlurry. [CL 2994701 by Marc Audy in Main branch]
2016-05-31 13:51:34 -04:00
"AssetRegistry",
"Analytics",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"MainFrame",
"TargetPlatform",
"TargetDeviceServices",
"LauncherServices",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"MainFrame",
"LauncherServices",
}
);
}
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3233612 on 2016/12/13 by Ben.Marsh UGS: Fix cases where precompiled binaries are submitted for a content change. Change 3235584 on 2016/12/14 by Ben.Marsh UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead. Change 3235741 on 2016/12/14 by Ben.Marsh UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself. Change 3238176 on 2016/12/16 by Ben.Marsh UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs. Change 3238249 on 2016/12/16 by Ben.Marsh UBT: Add attribute-driven command line parser. Change 3238462 on 2016/12/16 by Ben.Marsh UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly. Change 3238564 on 2016/12/16 by Ben.Marsh UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor. Change 3239919 on 2016/12/19 by Ben.Marsh UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined. Change 3240061 on 2016/12/19 by Ben.Marsh UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more. Change 3240175 on 2016/12/19 by Ben.Marsh UBT: Add the target name and project file location to the target rules. Change 3240490 on 2016/12/19 by Ben.Marsh UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs. Change 3240717 on 2016/12/20 by Ben.Marsh UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line. Change 3240718 on 2016/12/20 by Ben.Marsh UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT. Change 3241002 on 2016/12/20 by Ben.Marsh UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance. Change 3241027 on 2016/12/20 by Ben.Marsh Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency. Change 3241055 on 2016/12/20 by Ben.Marsh UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated. Change 3241156 on 2016/12/20 by Ben.Marsh Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using. Change 3241205 on 2016/12/20 by Ben.Marsh Replace all uses of TargetRules.TargetType with TargetType. Change 3241881 on 2016/12/21 by Ben.Marsh UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path. Change 3241895 on 2016/12/21 by Ben.Marsh UBT: Remove toolchain support for Windows XP. Change 3241908 on 2016/12/21 by Ben.Marsh UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field. Change 3242835 on 2016/12/22 by Ben.Marsh UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice. Change 3242837 on 2016/12/22 by Ben.Marsh Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds. Change 3242923 on 2016/12/22 by Ben.Marsh Build: Fixes for conforming incremental workspaces: * P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason. * Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces. Change 3242961 on 2016/12/22 by Ben.Marsh UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before. Change 3242981 on 2016/12/22 by Ben.Marsh UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT. Change 3242999 on 2016/12/22 by Ben.Marsh UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes. Change 3243022 on 2016/12/22 by Ben.Marsh UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line. Change 3243083 on 2016/12/22 by Ben.Marsh UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules. Change 3243090 on 2016/12/22 by Ben.Marsh UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work. Change 3243423 on 2016/12/23 by Ben.Marsh UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes. Change 3243516 on 2016/12/23 by Ben.Marsh UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs) Change 3244020 on 2016/12/28 by Ben.Marsh UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties. Change 3244074 on 2016/12/28 by Ben.Marsh UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary. Change 3244076 on 2016/12/28 by Ben.Marsh UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead. Change 3244083 on 2016/12/28 by Ben.Marsh UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes. Change 3244441 on 2016/12/31 by Ben.Marsh UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur. Change 3244687 on 2017/01/03 by Matthew.Griffin Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs Change 3246112 on 2017/01/04 by Ben.Marsh UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build. Change 3246223 on 2017/01/04 by Ben.Marsh UBT: Prevent version manifests being overridden if a file is not being built as part of the target. Change 3246387 on 2017/01/04 by Ben.Marsh UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it. Change 3247004 on 2017/01/04 by Ben.Marsh UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place. Change 3247250 on 2017/01/04 by Ben.Marsh UBT: Prevent precompiled binaries being added to the list of app binaries twice. Change 3247594 on 2017/01/05 by Ben.Marsh Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build. Change 3247763 on 2017/01/05 by Ben.Marsh UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them. Change 3247775 on 2017/01/05 by Ben.Marsh UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance. Change 3247811 on 2017/01/05 by Ben.Marsh EC: Add a batch file for testing postp filters. Change 3247839 on 2017/01/05 by Ben.Marsh EC: Include the name of the file being compiled when parsing MSVC errors and warnings. Change 3248101 on 2017/01/05 by Ben.Marsh UBT: Fix Android support for force included headers. Change 3248533 on 2017/01/05 by Ben.Marsh PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott) Change 3249205 on 2017/01/06 by Ben.Marsh UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present. Change 3249249 on 2017/01/06 by Ben.Marsh UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines. Change 3249486 on 2017/01/06 by Ben.Marsh UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies. Change 3249736 on 2017/01/06 by Ben.Marsh UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object. Change 3250179 on 2017/01/07 by Ben.Marsh Fix creating installed build when root directory contains a space in the name. Change 3250181 on 2017/01/07 by Ben.Marsh UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms. Change 3250223 on 2017/01/07 by Ben.Marsh UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together. Change 3250233 on 2017/01/07 by Ben.Marsh UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out. Change 3250241 on 2017/01/07 by Ben.Marsh UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules. Change 3250400 on 2017/01/08 by Ben.Marsh UBT: Move executor config settings onto the executor instances. Change 3257708 on 2017/01/13 by Ben.Marsh UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change. Change 3260535 on 2017/01/17 by Ben.Marsh Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job. Change 3260875 on 2017/01/17 by Ben.Marsh EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced. To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile. Change 3261724 on 2017/01/18 by Ben.Marsh Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job. Change 3261756 on 2017/01/18 by Ben.Marsh IncludeTool: Prevent matching a full enum declaration as a forward declaration. Change 3261932 on 2017/01/18 by Ben.Marsh EC: Add support for specifying days of the week in schedules. The following syntaxes are supported: "Monday, Tuesday and Wednesday at 10:30" "Daily except Sunday and Wednesday at 14:30" Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name. #jira UEB-729 Change 3262676 on 2017/01/18 by Ben.Marsh UBT: Split UBTMakefile into its own file. (From PR #3106) Change 3263893 on 2017/01/19 by Ben.Marsh UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc... Change 3264291 on 2017/01/19 by Ben.Marsh UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts. Change 3264534 on 2017/01/19 by Ben.Marsh UBT: Include plugin config files in generated projects. Change 3264571 on 2017/01/19 by Ben.Marsh UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files. Change 3265745 on 2017/01/20 by Ben.Marsh UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance. Change 3265777 on 2017/01/20 by Ben.Marsh UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode. Change 3268314 on 2017/01/23 by Ben.Marsh UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed. Change 3269601 on 2017/01/24 by Ben.Marsh UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled. Change 3269607 on 2017/01/24 by Ben.Marsh UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that. Change 3269608 on 2017/01/24 by Ben.Marsh UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated. Change 3271062 on 2017/01/24 by Ben.Marsh UBT: Fixes for bugs detected by PVS Studio (PR #3161) Change 3272421 on 2017/01/25 by Ben.Marsh Fix commends regarding DDC in BaseEngine.ini #jira UE-41076 Change 3272810 on 2017/01/25 by Ben.Marsh Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel. Change 3272935 on 2017/01/25 by Ben.Marsh Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS. Change 3274167 on 2017/01/26 by Ben.Marsh Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables. #jira UE-36457 Change 3275557 on 2017/01/27 by Ben.Marsh Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is. Change 3275628 on 2017/01/27 by Ben.Marsh UBT: Splitting configuration files into one class per-file. Change 3276784 on 2017/01/29 by Ben.Marsh Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it. Change 3276792 on 2017/01/29 by Ben.Marsh UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT. Change 3277263 on 2017/01/30 by Ben.Marsh IncludeTool: Merging various fixes. * Fix warnings about #include directives after first code block from parsing monolithic headers. * Fix exception on startup if the intermediate directory does not already exist. * Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location. * Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare. * Remove (unused) code which makes assumptions about files ending with "Classes.h". * Add a verbose per-file output log to aid with debugging. * Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default. * Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list. * Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant. * Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first. * Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't. Change 3277307 on 2017/01/30 by Ben.Marsh UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line. [CL 3278101 by Ben Marsh in Main branch]
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