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

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using System.Reflection;
using System.Linq;
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
using System.Net.Mail;
using AutomationTool;
using UnrealBuildTool;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3550452 by Ben.Marsh UAT: Improve readability of error message when an editor commandlet fails with an error code. Change 3551179 by Ben.Marsh Add methods for reading text files into an array of strings. Change 3551260 by Ben.Marsh Core: Change FFileHelper routines to use enum classes for flags. Change 3555697 by Gil.Gribb Fixed a rare crash when the asset registry scanner found old cooked files with package level compression. #jira UE-47668 Change 3556464 by Ben.Marsh UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files. Change 3557630 by Ben.Marsh Allow the network version to be set via Build.version if it's not overriden from Version.h. Change 3561357 by Gil.Gribb Fixed crashes related to loading old unversioned files in the editor. #jira UE-47806 Change 3565711 by Graeme.Thornton PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx) Change 3565864 by Robert.Manuszewski Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object. Change 3569022 by Ben.Marsh PR #3849: Update gitignore (Contributed by mhutch) Change 3569113 by Ben.Marsh Fix Japanese errors not displaying correctly in the cook output log. #jira UE-47746 Change 3569486 by Ben.Marsh UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set. Change 3570483 by Graeme.Thornton Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors Change 3570513 by Robert.Manuszewski Fix for a race condition with async loading thread enabled. Change 3570664 by Ben.Marsh UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core. Change 3570708 by Robert.Manuszewski Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running. Change 3571592 by Ben.Marsh UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available. Change 3572215 by Graeme.Thornton UBT - Remove some unnecessary using directives - Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself Change 3572437 by Robert.Manuszewski Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects. #jira UE-44996 Change 3572480 by Robert.Manuszewski MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long Change 3573547 by Ben.Marsh Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line. Change 3574562 by Robert.Manuszewski PR #3847: Add GC callbacks for script integrations (Contributed by mhutch) Change 3575017 by Ben.Marsh Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core. Change 3575689 by Ben.Marsh Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds. Change 3575934 by Steve.Robb Fix for nested preprocessor definitions. Change 3575961 by Steve.Robb Fix for nested zeros. Change 3576297 by Robert.Manuszewski Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread. #jira FORT-38977 Change 3576366 by Ben.Marsh Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated. Change 3578290 by Graeme.Thornton Changes to Ionic zip library to allow building on dot net core Change 3578291 by Graeme.Thornton Ionic zip library binaries built for .NET Core Change 3578354 by Graeme.Thornton Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string Change 3578674 by Robert.Manuszewski After loading packages flush linker cache on uncooked platforms to free precache memory Change 3579068 by Steve.Robb Fix for CLASS_Intrinsic getting stomped. Fix to EClassFlags so that they are visible in the debugger. Re-added mysteriously-removed comments. Change 3579228 by Steve.Robb BOM removed. Change 3579297 by Ben.Marsh Fix exception if a plugin lists the same module twice. #jira UE-48232 Change 3579898 by Robert.Manuszewski When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert. Change 3579983 by Robert.Manuszewski More fixes for freeing linker cache memory in the editor. Change 3580012 by Graeme.Thornton Remove redundant copy of FileReference.cs Change 3580408 by Ben.Marsh Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect. Change 3582104 by Graeme.Thornton Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path. Change 3582131 by Graeme.Thornton #define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway. Change 3582645 by Ben.Marsh PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola) #jira UE-48192 Change 3583955 by Robert.Manuszewski Support for EDL cooked packages in the editor Change 3584035 by Graeme.Thornton Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly. Change 3584177 by Robert.Manuszewski Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached) Change 3584315 by Ben.Marsh Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class. Change 3584370 by Ben.Marsh Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes. Change 3584498 by Ben.Marsh Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes. Change 3585003 by Steve.Robb Fix for TChunkedArray ranged-for iteration. #jira UE-48297 Change 3585235 by Ben.Marsh Remove LogEngine extern from Core; use the platform log channels instead. Change 3585942 by Ben.Marsh Move MessageBoxExt() implementation into application layer for platforms that require it. Change 3587071 by Ben.Marsh Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL. Change 3587161 by Ben.Marsh Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h. Change 3587579 by Steve.Robb Fix for Children list not being rebuilt after hot reload. Change 3587584 by Graeme.Thornton Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again Change 3587586 by Graeme.Thornton Changes to make UBT build and run on .NET Core - Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups - VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use - After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects Change 3587953 by Steve.Robb Allow arbitrary UENUM initializers for enumerators. Editor-only data UENUM support. Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated. #jira UE-46274 Change 3589827 by Graeme.Thornton More fixes for VSCode project generation and for UBT running on .NET Core - Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts - UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel - Added documentation for UEConsoleTraceListener - All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files - Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose" - Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff Change 3589868 by Graeme.Thornton Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures. UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases Change 3589919 by Robert.Manuszewski Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor) Change 3589940 by Graeme.Thornton Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths. Change 3590078 by Graeme.Thornton Fully disable automatic assembly info generation in .NET Core projects Change 3590534 by Robert.Manuszewski Marking UObject as intrinsic clas to fix a crash on UFE startup. Change 3591498 by Gil.Gribb UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading. Change 3591605 by Gil.Gribb UE4 - Follow up to fixing several edge cases in the low level async loading code. Change 3592577 by Graeme.Thornton .NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates Change 3592684 by Steve.Robb Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush. Change 3592710 by Steve.Robb Fix for invalid casts in ListProps command. Some name changes in command output. Change 3592715 by Ben.Marsh Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default. Change 3592767 by Gil.Gribb UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules. Change 3592770 by Gil.Gribb UE4 - Fixed a race condition with async read completion in the prescence of cancels. Change 3593090 by Steve.Robb Better error message when there two clashing type names are found. Change 3593697 by Steve.Robb VisitTupleElements function, which calls a functor for each element in the tuple. Change 3595206 by Ben.Marsh Include additional diagnostics for missing imports when a module load fails. Change 3596140 by Graeme.Thornton Batch file for running MSBuild Change 3596267 by Steve.Robb Thread safety fix to FPaths::GetProjectFilePath(). Change 3596271 by Robert.Manuszewski Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor #jira UE-47535 Change 3596283 by Steve.Robb Redundant casts removed from UHT. Change 3596303 by Ben.Marsh EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window. Change 3596337 by Ben.Marsh UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio. Change 3596367 by Steve.Robb Iterator checks in ranged-for on TMap, TSet and TSparseArray. Change 3596410 by Gil.Gribb UE4 - Improved some error messages on runtime failures in the EDL. Change 3596532 by Ben.Marsh UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013. #jira UE-48119 Change 3596631 by Steve.Robb Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder. Change 3596807 by Ben.Marsh Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense. * UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables. * Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration. Change 3596957 by Steve.Robb UBT can be used to write out an .objsrcmap file for use with the MapFileParser. Renaming of ObjMap to ObjSrcMap in MapFileParser. Change 3597213 by Ben.Marsh Remove AutoReporter. We don't support this any more. Change 3597558 by Ben.Marsh UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax: +ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar") The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable. Change 3597982 by Ben.Marsh Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache). #jira UE-47173 Change 3598045 by Ben.Marsh UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI). Change 3599214 by Ben.Marsh Avoid string duplication when comparing extensions. Change 3600038 by Steve.Robb Fix for maps being modified during iteration in cache compaction. Change 3600136 by Steve.Robb GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool Change 3600214 by Steve.Robb More accurate error message when unsupported template parameters are provided in a TSet property. Change 3600232 by Ben.Marsh UBT: Force UHT to run again if the .build.cs file for a module has changed. #jira UE-46119 Change 3600246 by Steve.Robb GitHub #3045 : allow multiple interface definition in a file Change 3600645 by Ben.Marsh Convert QAGame to Include-What-You-Use. Change 3600897 by Ben.Marsh Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes. Change 3601558 by Graeme.Thornton Simple first pass VSCode editor integration plugin Change 3601658 by Graeme.Thornton Enable intellisense generation for VS Code project files and setup include paths properly Change 3601762 by Ben.Marsh UBT: Add support for adaptive non-unity builds when working from a Git repository. The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged. Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior: <SourceFileWorkingSet> <Provider>Default</Provider> <!-- May be None, Default, Git or Perforce --> <RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. --> <GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH --> </SourceFileWorkingSet> Change 3604032 by Graeme.Thornton First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows. Change 3604038 by Graeme.Thornton Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor. Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code. Change 3604106 by Steve.Robb GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro Change 3604192 by Steve.Robb GitHub #3911 : Improving ToUpper/ToLower efficiency Change 3604273 by Graeme.Thornton IWYU build fixes when malloc profiler is enabled Change 3605457 by Ben.Marsh Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it. Change 3606720 by James.Hopkin Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn. Change 3606807 by Graeme.Thornton Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741. Change 3607026 by James.Hopkin Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed Change 3607142 by Graeme.Thornton UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose. Change 3607146 by Ben.Marsh UGS: Fix exception due to formatting string when Perforce throws an error. Change 3607147 by Steve.Robb Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time. Float and double conversion support added to int properties. NAME_DoubleProperty added. Fix for converting enum class enumerators > 255 to int properties. Change 3607516 by Ben.Marsh PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames) Change 3610421 by Ben.Marsh UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help. Change 3610657 by Ben.Marsh UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables. Change 3611000 by Ben.Marsh UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument. Change 3612471 by Ben.Marsh UBT: Move FastJSON into DotNETUtilities. Change 3613479 by Ben.Marsh UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator. Change 3613910 by Ben.Marsh UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later. Change 3614075 by Ben.Marsh UBT: Remove hacks for testing project file attributes by name. Change 3614090 by Ben.Marsh UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary. Change 3614488 by Ben.Marsh UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled. Change 3614490 by Ben.Marsh UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself. Change 3614962 by Ben.Marsh UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers. Change 3615416 by Ben.Marsh EC: Include an icon showing the overall status of a build in the grid view. Change 3615713 by Ben.Marsh UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder. #jira UE-48987 Change 3616652 by Ben.Marsh Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project. #jira UE-49007 Change 3616680 by Ben.Marsh Add the CodeAPI-HTML.tgz file into the installed engine build. Change 3616767 by Ben.Marsh Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible. Change 3616864 by Ben.Marsh Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended. #jira UE-48711 Change 3619964 by Ben.Marsh UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables. Change 3548930 by Ben.Marsh UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction. Change 3558056 by Ben.Marsh Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()). Change 3563309 by Graeme.Thornton Moved some common C# classes into the DotNETCommon assembly Change 3570283 by Graeme.Thornton Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore Change 3572811 by Ben.Marsh UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables). Change 3573397 by Ben.Marsh UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS. Change 3575659 by Ben.Marsh Remove CHM API documentation. Change 3582103 by Graeme.Thornton Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core Removed reference to System.Windows.Form from UBT. Change 3584113 by Ben.Marsh Move key-mapping functionality into the InputCore module. Change 3584278 by Ben.Marsh Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc. Change 3584453 by Ben.Marsh Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms. Change 3585301 by Ben.Marsh Move PlatformPostInit() into an FPlatformApplicationMisc function. Change 3587050 by Ben.Marsh Move IsThisApplicationForeground() into FPlatformApplicationMisc. Change 3587059 by Ben.Marsh Move RequiresVirtualKeyboard() into FPlatformApplicationMisc. Change 3587119 by Ben.Marsh Move GetAbsoluteLogFilename() into FPlatformMisc. Change 3587800 by Steve.Robb Fixes to container visualizers for types whose pointer type isn't simply Type*. Change 3588393 by Ben.Marsh Move platform output devices into their own headers. Change 3588868 by Ben.Marsh Move creation of console, error and warning output devices int PlatformApplicationMisc. Change 3589879 by Graeme.Thornton All automation projects now have a reference to DotNETUtilities Fixed a build error in the WEX automation library Change 3590034 by Ben.Marsh Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac). Change 3593754 by Steve.Robb Fix for tuple debugger visualization. Change 3597208 by Ben.Marsh Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees. Change 3600163 by Ben.Marsh UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned. #jira UE-46725 Change 3604279 by Graeme.Thornton Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects Change 3606685 by James.Hopkin Removed redundant 'Cast's (casting to either the same type or a base). In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass. Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp. Change 3610950 by Ben.Marsh UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic. Change 3610991 by Ben.Marsh UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line. Change 3612342 by Ben.Marsh UBT: Change JsonObject.Read() to take a FileReference parameter. Change 3612362 by Ben.Marsh UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects. Change 3619128 by Ben.Marsh Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures. [CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
using Tools.DotNETCommon;
/// <summary>
/// Helper command used for rebuilding a projects light maps.
/// </summary>
namespace AutomationScripts.Automation
{
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
[RequireP4]
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3550452 by Ben.Marsh UAT: Improve readability of error message when an editor commandlet fails with an error code. Change 3551179 by Ben.Marsh Add methods for reading text files into an array of strings. Change 3551260 by Ben.Marsh Core: Change FFileHelper routines to use enum classes for flags. Change 3555697 by Gil.Gribb Fixed a rare crash when the asset registry scanner found old cooked files with package level compression. #jira UE-47668 Change 3556464 by Ben.Marsh UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files. Change 3557630 by Ben.Marsh Allow the network version to be set via Build.version if it's not overriden from Version.h. Change 3561357 by Gil.Gribb Fixed crashes related to loading old unversioned files in the editor. #jira UE-47806 Change 3565711 by Graeme.Thornton PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx) Change 3565864 by Robert.Manuszewski Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object. Change 3569022 by Ben.Marsh PR #3849: Update gitignore (Contributed by mhutch) Change 3569113 by Ben.Marsh Fix Japanese errors not displaying correctly in the cook output log. #jira UE-47746 Change 3569486 by Ben.Marsh UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set. Change 3570483 by Graeme.Thornton Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors Change 3570513 by Robert.Manuszewski Fix for a race condition with async loading thread enabled. Change 3570664 by Ben.Marsh UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core. Change 3570708 by Robert.Manuszewski Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running. Change 3571592 by Ben.Marsh UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available. Change 3572215 by Graeme.Thornton UBT - Remove some unnecessary using directives - Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself Change 3572437 by Robert.Manuszewski Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects. #jira UE-44996 Change 3572480 by Robert.Manuszewski MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long Change 3573547 by Ben.Marsh Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line. Change 3574562 by Robert.Manuszewski PR #3847: Add GC callbacks for script integrations (Contributed by mhutch) Change 3575017 by Ben.Marsh Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core. Change 3575689 by Ben.Marsh Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds. Change 3575934 by Steve.Robb Fix for nested preprocessor definitions. Change 3575961 by Steve.Robb Fix for nested zeros. Change 3576297 by Robert.Manuszewski Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread. #jira FORT-38977 Change 3576366 by Ben.Marsh Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated. Change 3578290 by Graeme.Thornton Changes to Ionic zip library to allow building on dot net core Change 3578291 by Graeme.Thornton Ionic zip library binaries built for .NET Core Change 3578354 by Graeme.Thornton Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string Change 3578674 by Robert.Manuszewski After loading packages flush linker cache on uncooked platforms to free precache memory Change 3579068 by Steve.Robb Fix for CLASS_Intrinsic getting stomped. Fix to EClassFlags so that they are visible in the debugger. Re-added mysteriously-removed comments. Change 3579228 by Steve.Robb BOM removed. Change 3579297 by Ben.Marsh Fix exception if a plugin lists the same module twice. #jira UE-48232 Change 3579898 by Robert.Manuszewski When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert. Change 3579983 by Robert.Manuszewski More fixes for freeing linker cache memory in the editor. Change 3580012 by Graeme.Thornton Remove redundant copy of FileReference.cs Change 3580408 by Ben.Marsh Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect. Change 3582104 by Graeme.Thornton Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path. Change 3582131 by Graeme.Thornton #define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway. Change 3582645 by Ben.Marsh PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola) #jira UE-48192 Change 3583955 by Robert.Manuszewski Support for EDL cooked packages in the editor Change 3584035 by Graeme.Thornton Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly. Change 3584177 by Robert.Manuszewski Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached) Change 3584315 by Ben.Marsh Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class. Change 3584370 by Ben.Marsh Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes. Change 3584498 by Ben.Marsh Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes. Change 3585003 by Steve.Robb Fix for TChunkedArray ranged-for iteration. #jira UE-48297 Change 3585235 by Ben.Marsh Remove LogEngine extern from Core; use the platform log channels instead. Change 3585942 by Ben.Marsh Move MessageBoxExt() implementation into application layer for platforms that require it. Change 3587071 by Ben.Marsh Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL. Change 3587161 by Ben.Marsh Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h. Change 3587579 by Steve.Robb Fix for Children list not being rebuilt after hot reload. Change 3587584 by Graeme.Thornton Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again Change 3587586 by Graeme.Thornton Changes to make UBT build and run on .NET Core - Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups - VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use - After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects Change 3587953 by Steve.Robb Allow arbitrary UENUM initializers for enumerators. Editor-only data UENUM support. Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated. #jira UE-46274 Change 3589827 by Graeme.Thornton More fixes for VSCode project generation and for UBT running on .NET Core - Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts - UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel - Added documentation for UEConsoleTraceListener - All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files - Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose" - Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff Change 3589868 by Graeme.Thornton Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures. UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases Change 3589919 by Robert.Manuszewski Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor) Change 3589940 by Graeme.Thornton Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths. Change 3590078 by Graeme.Thornton Fully disable automatic assembly info generation in .NET Core projects Change 3590534 by Robert.Manuszewski Marking UObject as intrinsic clas to fix a crash on UFE startup. Change 3591498 by Gil.Gribb UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading. Change 3591605 by Gil.Gribb UE4 - Follow up to fixing several edge cases in the low level async loading code. Change 3592577 by Graeme.Thornton .NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates Change 3592684 by Steve.Robb Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush. Change 3592710 by Steve.Robb Fix for invalid casts in ListProps command. Some name changes in command output. Change 3592715 by Ben.Marsh Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default. Change 3592767 by Gil.Gribb UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules. Change 3592770 by Gil.Gribb UE4 - Fixed a race condition with async read completion in the prescence of cancels. Change 3593090 by Steve.Robb Better error message when there two clashing type names are found. Change 3593697 by Steve.Robb VisitTupleElements function, which calls a functor for each element in the tuple. Change 3595206 by Ben.Marsh Include additional diagnostics for missing imports when a module load fails. Change 3596140 by Graeme.Thornton Batch file for running MSBuild Change 3596267 by Steve.Robb Thread safety fix to FPaths::GetProjectFilePath(). Change 3596271 by Robert.Manuszewski Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor #jira UE-47535 Change 3596283 by Steve.Robb Redundant casts removed from UHT. Change 3596303 by Ben.Marsh EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window. Change 3596337 by Ben.Marsh UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio. Change 3596367 by Steve.Robb Iterator checks in ranged-for on TMap, TSet and TSparseArray. Change 3596410 by Gil.Gribb UE4 - Improved some error messages on runtime failures in the EDL. Change 3596532 by Ben.Marsh UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013. #jira UE-48119 Change 3596631 by Steve.Robb Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder. Change 3596807 by Ben.Marsh Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense. * UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables. * Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration. Change 3596957 by Steve.Robb UBT can be used to write out an .objsrcmap file for use with the MapFileParser. Renaming of ObjMap to ObjSrcMap in MapFileParser. Change 3597213 by Ben.Marsh Remove AutoReporter. We don't support this any more. Change 3597558 by Ben.Marsh UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax: +ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar") The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable. Change 3597982 by Ben.Marsh Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache). #jira UE-47173 Change 3598045 by Ben.Marsh UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI). Change 3599214 by Ben.Marsh Avoid string duplication when comparing extensions. Change 3600038 by Steve.Robb Fix for maps being modified during iteration in cache compaction. Change 3600136 by Steve.Robb GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool Change 3600214 by Steve.Robb More accurate error message when unsupported template parameters are provided in a TSet property. Change 3600232 by Ben.Marsh UBT: Force UHT to run again if the .build.cs file for a module has changed. #jira UE-46119 Change 3600246 by Steve.Robb GitHub #3045 : allow multiple interface definition in a file Change 3600645 by Ben.Marsh Convert QAGame to Include-What-You-Use. Change 3600897 by Ben.Marsh Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes. Change 3601558 by Graeme.Thornton Simple first pass VSCode editor integration plugin Change 3601658 by Graeme.Thornton Enable intellisense generation for VS Code project files and setup include paths properly Change 3601762 by Ben.Marsh UBT: Add support for adaptive non-unity builds when working from a Git repository. The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged. Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior: <SourceFileWorkingSet> <Provider>Default</Provider> <!-- May be None, Default, Git or Perforce --> <RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. --> <GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH --> </SourceFileWorkingSet> Change 3604032 by Graeme.Thornton First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows. Change 3604038 by Graeme.Thornton Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor. Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code. Change 3604106 by Steve.Robb GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro Change 3604192 by Steve.Robb GitHub #3911 : Improving ToUpper/ToLower efficiency Change 3604273 by Graeme.Thornton IWYU build fixes when malloc profiler is enabled Change 3605457 by Ben.Marsh Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it. Change 3606720 by James.Hopkin Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn. Change 3606807 by Graeme.Thornton Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741. Change 3607026 by James.Hopkin Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed Change 3607142 by Graeme.Thornton UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose. Change 3607146 by Ben.Marsh UGS: Fix exception due to formatting string when Perforce throws an error. Change 3607147 by Steve.Robb Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time. Float and double conversion support added to int properties. NAME_DoubleProperty added. Fix for converting enum class enumerators > 255 to int properties. Change 3607516 by Ben.Marsh PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames) Change 3610421 by Ben.Marsh UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help. Change 3610657 by Ben.Marsh UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables. Change 3611000 by Ben.Marsh UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument. Change 3612471 by Ben.Marsh UBT: Move FastJSON into DotNETUtilities. Change 3613479 by Ben.Marsh UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator. Change 3613910 by Ben.Marsh UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later. Change 3614075 by Ben.Marsh UBT: Remove hacks for testing project file attributes by name. Change 3614090 by Ben.Marsh UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary. Change 3614488 by Ben.Marsh UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled. Change 3614490 by Ben.Marsh UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself. Change 3614962 by Ben.Marsh UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers. Change 3615416 by Ben.Marsh EC: Include an icon showing the overall status of a build in the grid view. Change 3615713 by Ben.Marsh UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder. #jira UE-48987 Change 3616652 by Ben.Marsh Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project. #jira UE-49007 Change 3616680 by Ben.Marsh Add the CodeAPI-HTML.tgz file into the installed engine build. Change 3616767 by Ben.Marsh Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible. Change 3616864 by Ben.Marsh Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended. #jira UE-48711 Change 3619964 by Ben.Marsh UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables. Change 3548930 by Ben.Marsh UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction. Change 3558056 by Ben.Marsh Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()). Change 3563309 by Graeme.Thornton Moved some common C# classes into the DotNETCommon assembly Change 3570283 by Graeme.Thornton Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore Change 3572811 by Ben.Marsh UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables). Change 3573397 by Ben.Marsh UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS. Change 3575659 by Ben.Marsh Remove CHM API documentation. Change 3582103 by Graeme.Thornton Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core Removed reference to System.Windows.Form from UBT. Change 3584113 by Ben.Marsh Move key-mapping functionality into the InputCore module. Change 3584278 by Ben.Marsh Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc. Change 3584453 by Ben.Marsh Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms. Change 3585301 by Ben.Marsh Move PlatformPostInit() into an FPlatformApplicationMisc function. Change 3587050 by Ben.Marsh Move IsThisApplicationForeground() into FPlatformApplicationMisc. Change 3587059 by Ben.Marsh Move RequiresVirtualKeyboard() into FPlatformApplicationMisc. Change 3587119 by Ben.Marsh Move GetAbsoluteLogFilename() into FPlatformMisc. Change 3587800 by Steve.Robb Fixes to container visualizers for types whose pointer type isn't simply Type*. Change 3588393 by Ben.Marsh Move platform output devices into their own headers. Change 3588868 by Ben.Marsh Move creation of console, error and warning output devices int PlatformApplicationMisc. Change 3589879 by Graeme.Thornton All automation projects now have a reference to DotNETUtilities Fixed a build error in the WEX automation library Change 3590034 by Ben.Marsh Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac). Change 3593754 by Steve.Robb Fix for tuple debugger visualization. Change 3597208 by Ben.Marsh Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees. Change 3600163 by Ben.Marsh UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned. #jira UE-46725 Change 3604279 by Graeme.Thornton Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects Change 3606685 by James.Hopkin Removed redundant 'Cast's (casting to either the same type or a base). In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass. Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp. Change 3610950 by Ben.Marsh UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic. Change 3610991 by Ben.Marsh UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line. Change 3612342 by Ben.Marsh UBT: Change JsonObject.Read() to take a FileReference parameter. Change 3612362 by Ben.Marsh UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects. Change 3619128 by Ben.Marsh Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures. [CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
[Help("Helper command used for rebuilding a projects light maps")]
[Help("Project", "Absolute path to a .uproject file")]
[Help("MapsToRebuildLightMaps", "A list of '+' delimited maps we wish to build lightmaps for.")]
[Help("CommandletTargetName", "The Target used in running the commandlet")]
[Help("StakeholdersEmailAddresses", "Users to notify of completion")]
public class RebuildLightMaps : BuildCommand
{
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
// The rebuild lighting process
#region RebuildLightMaps Command
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
public override void ExecuteBuild()
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
LogInformation("********** REBUILD LIGHT MAPS COMMAND STARTED **********");
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3064255) #lockdown Nick.Penwarden Change 3063869 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open windows while doing automated testing #rb marcus.wassmer #tests Tested startfpschart + stopfpschart with t.FPSChart.OpenFolderOnDump set to 1 and 0 #codereview david.nikdel Change 3063829 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Core: Added an optional size to MallocLeak Stop and made the default filter size 128 KB for both MallocLeak Dump and MallocLeak Stop if no size was specified #rb marcus.wassmer #tests Tested using MallocLeak Stop and MallocLeak Dump Change 3063825 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Engine: Exposed GPU revision ID as GRHIDeviceRevision and added it to the FPS chart analytics (gathered on D3D11 and D3D12 only) #rb marcus.wassmer #tests Tested on my desktop and compared to dxdiag output Change 3063702 on 2016/07/25 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion Collect garbage when scrubbing in a replay. Scrubbing generates a lot of garbage, and can lead to running out of memory. Can be disabled with the cvar demo.LoadCheckpointGarbageCollect. #jira OR-25964 #tests bug repro #rb john.pollard Change 3063426 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Borderless window support improvements: - the cursor changes to resize when hovering over the window edge - added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.) - used he window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled #rb Jeff.Campeau #tests Tested in editor build on PC Change 3063358 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3063307 #RB:none #tests:none #ROBOMERGE-SOURCE: CL 3063345 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3063353 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ben.marsh Merging CL 3037547 and CL 3037552 from //UE4/Dev-Build to support BuildPatchTool analytics. #rb none #tests none #ROBOMERGE-SOURCE: CL 3063156 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3063198 on 2016/07/25 by Matt.Kuhlenschmidt@matt.kuhlenschmidt_orion_dev Temp fix for broken post process volumes #rb none #tests none Change 3063166 on 2016/07/25 by Daniel.Lamb@daniel.lamb_T3905_6612 Added check to Redirect collector resolve string asset references. #rb none #test cook paragon Change 3063057 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Use round corners for windows with no system title bar and border only in windowed mode. #rb Peter.Sauerbrei #tests Tested in editor build on PC Change 3063015 on 2016/07/25 by Andrew.Rodham@Andrew.Rodham_Orion Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. #tests Tested sequencer driven animation with animation assets and (compatible) animation blueprints. Tested some non-sequencer animation. #rb Benn.Gallagher Change 3062774 on 2016/07/24 by Ben.Marsh@Ben.Marsh_T3245_Orion BuildGraph: Fix <Cook> tasks failing when multiple platforms are specified, due to not scanning the output directories separately. #rb none #tests preflight Change 3062761 on 2016/07/24 by Andrew.Grant@andrew.grant.T6730.orion.floating Non-unity fix #rb none #tests compiled Change 3062324 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Skipped a file #rb none #test none Change 3062315 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Allow r.SSR.MaxRoughness in shipping builds. Art has been tweaking with this value, but it's not being honored in shipping. #rb none #tests adjusted settings in agora_p Change 3062306 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral HLOD distance scalability option (r.HLOD.DistanceScale) Higher values make HLODS transition further away. #rb Michael.Noland #tests Tested in agora_p Change 3061861 on 2016/07/22 by Lina.Halper@Lina.Halper_Orion Fix Compression - Reduce functions to be editoronly #rb: Martin.Wilson #tests: PIE/compile editor build/noneditor Change 3061714 on 2016/07/22 by Andrew.Rodham@Andrew.Rodham_Orion Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. #tests Tested animation with and without anim trails to verify they work in editor, PIE and standalone game with and without sequencer open. Rendered out the announce trailer before and after my changes to verify there was no change in behaviour. #jira OR-25967 #review-3061494 @Max.Chen #rb Benn.Gallagher Change 3061393 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: sam.zamani compile errors #rb none #tests compile #ROBOMERGE-SOURCE: CL 3061392 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3061384 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: andrew.grant Fixed build breakage #rb none #tests compiled PS4 client #ROBOMERGE-SOURCE: CL 3061383 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3060894 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion, #OnlineSubsystem, #OnlineGameplayFramework - Game catalog supports Price Engine sales on real-money offers #rb Sam.Zamani #tests Real-money offers that are on sale show the correct sale price / discount display #jira OR-21659 #ROBOMERGE-SOURCE: CL 3060891 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3060272 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion Fix compile issue of non editor build #rb: none #tests: compile Change 3060161 on 2016/07/21 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Duplicate 3046845 CVAR threading crash fix. #rb none #tests compiled, ran ps4 Change 3060012 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion - Back out changelist 3056611 - Fix additive issue and built the new animation DDC #rb: Martin.Wilson #tests: Jump_Recovery_Additive, PIE Change 3060009 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream When receiving NotLeader party join rejection, include the new leader id and re-attempt the join to the new leader #jira OR-25648 #rb bart.bressler #tests frontend parties with promotions, coop matchmaking Change 3059989 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating Fixes for applocal redist #rb none #test built locally Change 3059832 on 2016/07/21 by Martin.Wilson@MartinWilsonOrionStream Fix graph linked external object saving error on re-compressed animations (dup from dev-framework CL ) #jira UE-33567 #rb Thomas.Sarkanen #tests In editor testing that animations can be recompressed and saved Change 3059803 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating Switching Orion, UnrealCEFSubProcess, and CrashReporterClient to build with VS2015 Added AppLocalPrerequisitesDirectory editor setting that is passed in -applocaldir during staging WinPlatformAutomation now stages applocaldir to project and engine binaries Updated OrionBuild.xml to specify -applocaldir #codereview Jeff.Campeau, Ben.Marsh #rb none #tests build client locally and verified DLLs are local to executables Change 3059707 on 2016/07/21 by David.Ratti@David.Ratti_G6218_Orion.Dev-General fix case where DefaultGameplayTags.ini fails to update if not checked out from source control #rb none #tests add tags without source control Change 3059679 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream Fix nonunity compile error due to OnlinePresenceInterface.h requiring enum defined in OnlineSubsystemTypes.h #rb paul.moore #tests compile with OrionFriendItem.cpp modified Change 3059518 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating AppLcoalDependencies required by VS2015 Change 3059477 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3059419 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3059476 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3059455 on 2016/07/21 by Graeme.Thornton@GThornton_Orion_DevGeneral Linux build fix (bad case on #include filename) #rb robert.manuszewski #tests compiled Paragon on a linux machine Change 3059258 on 2016/07/21 by Simon.Tovey@Simon.Tovey_OrionDev Implementing 3050352 in Dev-General. #rb none #tests Editor #codereview Marcus.Wassmer Change 3058989 on 2016/07/21 by Michael.Noland@mnoland_T2801_OrionStream Audio: Disabling the audio thread to prevent a crash in async line trace code (it is already disabled in UE4 main) #rb none #codereview andrew.grant, ori.cohen Change 3058773 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion - Remove QoS* from junk manifest #review-3058772 @Rob.Cannaday #rb none #tests QoS module doesn't get nuked every build #ROBOMERGE-SOURCE: CL 3058771 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3058717 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612 Added submitted CL to success email for rebuild lighting commandlet. Removed nosimplygon from resave lighting commandlet commandline. #rb Daniel.Wright #test rebuildlighting paragon devgeneral. Change 3058565 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion - Fix debug/non-development builds #rb Rob.Cannaday #tests it builds (and doesn't crash on login) on Debug Editor -debug -game! #ROBOMERGE-SOURCE: CL 3058563 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3058082 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612 Added error to the lighting build whent it fails to build. #test Rebuild lighting commandlet #rb Daniel.Wright Change 3057945 on 2016/07/20 by Andrew.Grant@andrew.grant.T6730.orion.floating Fix for NAN issue introduced in 3032847 #rb Jeff.Farris #tests none Change 3057840 on 2016/07/20 by David.Ratti@David.Ratti_G6218_Orion.Dev-General fix developer tags not properly adding to perforce when creating a new file #rb none #tests developer tags Change 3057553 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3057330 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3057549 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3057313 on 2016/07/20 by bruce.nesbit@BNesbit_Orion_Stream_1 Fixed shadowvariable in FAnalyticsEventEntry #rb none #tests compiled #codereview Wes.Hunt Change 3056802 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Fix issue where replicated map-placed actors with ability system components would cache an incorrect Role value. This could cause predicted gameplay effects in the fast TArray to have MarkItemDirty called on them, which in turn increments the item's ReplicationID, potentially causing a conflict with the server's ReplicationID. Since the Role may not be correct during OnRegister for these components, also cache it BeginPlay. #jira OR-25234 #rb david.ratti #tests golden path, bug repro #ROBOMERGE-SOURCE: CL 3056801 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3056797 on 2016/07/19 by Wes.Hunt@WHUNT-ORION-STREAM OrionAnalytics updates. * Added IAnalyticsProviderET::SetDefaultEventAttributes to use to set the GameSessionID on all Orion Analytics events. * Removed OrionAnalyticsProvider as it was no longer necessary. * Updated all Orion code to use IAnalyticsProviderET directly in the code to be able to access all the new APIs. #rb sam.zamani, jason.bestimt #tests run dedicated server with 10 bot clients, observe analytics events sending correctly. Ran PIE. #jira UE-30980 Change 3056611 on 2016/07/19 by Lina.Halper@Lina.Halper_Orion Fix for additive broken with remove linear key - DDC key has been changed, so it will require to build DDC from this #rb: Martin.Wilson #tests: Jump_Recovery_Additive in editor, and PIE Change 3056226 on 2016/07/19 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream extended gameplay debugger's ability category to show locally owned gameplay tags #orion #rb none #tests PIE Change 3056204 on 2016/07/19 by Jeff.Campeau@jeff.campeau_3753_Orion Fix offset rendering of maximized borderless game window on Windows. #review-3055205 @michael.trepka #rb Michael.Trepka #tests Tested in editor build on PC (editor window normal and maximized, game window borderless normal and maximized, game window bordered normal and maximized). Change 3056028 on 2016/07/19 by Rob.Cannaday@rob.cannaday_orion-stream Add moved modules to JunkManifest.txt Change 3055650 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - ACTUAL Merge 29.2 @ CL 3055553 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3055647 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3055620 on 2016/07/19 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN Attempts to fix rare server crashes (OR-24947, OR-24952). - Rearranging to avoid AddDefaulted(), that might be triggering a compiler bug (conjecture). #rb Steve.Robb #codereview Steve.Robb #tests Compiled Windows client and Linux server, played a match. Change 3054587 on 2016/07/18 by Andrew.Grant@andrew.grant.T6730.orion.floating Merging from //UE4/Main @ 3043787 through //UE4/Orion-Staging #rb none #tests Smoked by engine and dev QA Change 3054491 on 2016/07/18 by Frank.Gigliotti@Frank.Gig_T4217_Orion_Stream Removed warning when client miss-predicts ability activation. * It is valid for the client to miss-predict. Warning was only added to track down a bug. #CodeReview David.Ratti #RB None #Tests None Change 3053850 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General Missed checkins on ability system engine work: -Register debug delegate on module startup for easier debugging -Fallback to actor location if no hit impact is specified in default engine GC notify class #rb none #tests ability system sample project Change 3053825 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General Fix issue where config file not actually flushed at right time when adding new tags Fix issue where orion projecetile tags that are auto generated was generating tags for non gameplay tag properties #rb DanY #codereview Dan.Youhon #tests pie Change 3053438 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General -Remove developer tags from master tag list before saving to ini file -inline some stuff (wip for gc tag translator system) #rb none #test adding tags Change 3053414 on 2016/07/18 by Robert.Manuszewski@Robert_Manuszewski_NCL_Orion Fixing rare crash when async loading objects caused by linker being detached too early (before other package's import has been fully processed) #jira OR-24955 #jira OR-25183 #rb Graeme.Thornton #tests Win64 cooked client golden path (solo vs AI) Change 3052009 on 2016/07/15 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN Overhaul of behavior of headless applications (server, client) (OR-23529). - Removed FApp::ShouldUseNullRHI(). Rationale: FApp::CanEverRender() answers a higher level question and the code shouldn't predicate on the type of RHI used. - Multiple code paths updated to prevent code execution on headless clients (some of this is optimization, some was causing crashes). - Most of these changes originated from a shelved CL by BradA. #rb Michael.Noland #codereview Michael.Noland, Brad.Angelcyk, Andrew.Grant, Chris.Wood, Matt.Schembari #tests Cooked Windows client and server, Linux client and server. Ran Windows client and server, played a match, ran Linux bot (headless client, requires local changes not in this CL), ran the Windows editor (tried PIE). Change 3051926 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Reinstate color grading changes. Fix broken config file. #rb none #tests Agora_p color grading and warning check Change 3051759 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Don't record predicted elements of fast TArrays into client replays. Fixes issue where the client was incrementing the ReplicationID of predicted elements, potentially conflicting with the IDs of elements received by the server. #jira OR-25234, OR-25413, OR-25403 #tests golden path, bug repo using 'net pktlag', replays #rb john.pollard, david.ratti #ROBOMERGE-SOURCE: CL 3051758 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3051702 on 2016/07/15 by Daniel.Lamb@daniel.lamb_T3905_6612 Added jordan walker to rebuild lighting emails. Removed peter.sauerbrei. #rb Peter.Sauerbrei #test none Change 3051661 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ben.marsh Merging support for precompiled binaries in CIS from Release-29. #rb none #tests none #ROBOMERGE-SOURCE: CL 3051660 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3051466 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Allow seamless upgrade from FVector -> FVector4 for UProperties. #rb Robert.Manuszewski #tests Color grading property changes. Change 3050680 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Mcp, #Orion - Fix initalization values of CatalogServiceMcp #rb none #tests Real money offers show in the store again #ROBOMERGE-SOURCE: CL 3050563 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050520 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - MERGING DUI @ CL 3047139 #RB:none #Tests:none [CodeReviewed]: kerrington.smith, dan.hertzka, matt.schembari, benjamin.crocker, jaymee.stanford, alex.conner #ROBOMERGE-SOURCE: CL 3050519 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050465 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Don't check IsClientOnly() to detemine whether a player controller is local or not. For client replay recording, the replay spectator controller should not return true from IsLocallyControlled(). This change fixes that case in client builds. Fixes issue where the SignificanceManager was using the replay spectator to influence significance values, causing them to be incorrect for the game player controller. #jira OR-25258 #tests bug repro, golden path, replays #rb john.pollard [CodeReviewed] zak.middleton, josh.markiewicz #ROBOMERGE-SOURCE: CL 3050462 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050326 on 2016/07/14 by Dan.Youhon@Dan.Youhon.Paragon Set CameraLensEffects position before activation so that initial significance values are correct, specifically to fix quick camera lens effects being culled out due to incorrect significance #OR-18321 - Moves location determination code from AEmitterCameraLensEffectBase::UpdateLocation into a separate static GetAttachedEmitterTransform function, which is now called both from UpdateLocation and in APlayerCameraManager::AddCameraLensEffect to determine SpawnTransform for the LensEffect SpawnActor call - Unshelved from Jeff.Farris. Thanks Jeff! #rb Dan.Youhon #tests MultiPIE #codereview Jeff.Farris Change 3049749 on 2016/07/14 by Daniel.Lamb@daniel.lamb_T3905_6612 Added skipskin verify to rebuild lighting commandlet. #rb None #test Rebuild lighting commandlet Change 3049728 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: buildmachine Remove simplygon from rebuild lighting commandlet #rb none #test rebuild lighting #ROBOMERGE-SOURCE: CL 3049727 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3049721 on 2016/07/14 by buildmachine@buildmachine_Z4560_OrionDevGeneral Remove simplygon from rebuild lighting commandlet #rb none #test rebuild lighting Change 3049325 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating Back out changelist 3049037 due to incompatibility with current assets #rb none #tests Cooked content and verified warnings & errors are gone. #codereview Marcus.Wasmer, Brian.Karis, HaarmPieter.Duiker Change 3049319 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating More work on content filtering (still disabled) #rb none #tests cooked content and verified filtered content is not found. Change 3049298 on 2016/07/13 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2/29 @ CL 3049113 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3049296 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3049269 on 2016/07/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion Constified FObjectFinder::Succeeded because why not #UE4 #rb none #test golden path Change 3049104 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating Created delegate for object name resolution and moved existing package localization code to use it. Orion code to filter out unreleased heroes and other data, but correnty disabled due to a cooking bug. #rb none #tests ran editor, ran cooker, verified object resolution is equivalent to before. Change 3049037 on 2016/07/13 by HaarmPieter.Duiker@HPD-Dev-General Adding shadows, midtones and highlights color correction controls #rb brian.karis, marcus.wassmer #tests "postprocess color correction" Change 3048457 on 2016/07/13 by Cody.Haskell@OrionStream #UE4 - Adding a delegate that fires off when LastUserInteractionTime is updated #codereview Matt.Kuhlenschmidt #rb none #tests PIE Change 3048420 on 2016/07/13 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN Fix double #undef LOCTEXT_NAMESPACE in editor case. #rb none #codereview Nick.Darnell, Andrew.Grant #tests Compiled Linux editor (for running -server). Change 3047891 on 2016/07/13 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Rollback //Orion/Dev-General/Engine/Source/Runtime/Core/Private/Windows/WindowsWindow.cpp to revision 12 #rb none #tests Tested in editor on PC Change 3047216 on 2016/07/12 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN Changes to Linux application specific to Linux client. #rb none #codereview Brad.Angelcyk #tests Ran Paragon Linux client (headless) locally. Change 3047140 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating Fix for PS4 #rb #tests na Change 3047107 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating Moved timeguards out of stats.h #rb none #tests compiled editor & shipping client Change 3046996 on 2016/07/12 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion Don't check bTearOff when deciding whether to swap roles for client replay recording and improve the comment. Fixes an assert that could occur if a torn-off actor happened to get recorded into a checkpoint of a client replay. #tests golden path #rb john.pollard Change 3046975 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons. #codereview Dan.Hertzka #rb Jeff.Campeau #tests Tested in editor build on PC Change 3046812 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev New UI for selecting fullscreen mode in Paragon video settings #rb Dan.Hertzka #tests Tested in editor build on PC Change 3046803 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Added an option to WindowTitleBarArea widget to make it toggle fullscreen mode instead of maximizing the window. #rb Dan.Hertzka #tests Tested in editor build on PC Change 3045374 on 2016/07/11 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral Fix assert in channel cleanup code that could occur if the connection was cleaned up, and there were KeepProcessingActorChannelBunchesMap in-flight still #rb RyanG #tests Replays Change 3044696 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612 Added additional checks to ResavePackagesCommandlet so people don't miss the required allowcommandletrendering flag when using buildlighting option. #test rebuild lighting using resave packages paragon #rb None Change 3044690 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612 Changed MBWritten cooker stats to report mb instead of bytes... #rb Wes.Hunt. #test cook paragon. Change 3044439 on 2016/07/11 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2 @ CL 3043960 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3044428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) [CL 3070724 by Andrew Grant in Main branch]
2016-07-29 17:10:25 -04:00
int SubmittedCL = 0;
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
try
{
var Params = new ProjectParams
(
Command: this,
// Shared
RawProjectPath: ProjectPath
);
// Sync and build our targets required for the commandlet to run correctly.
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2826201 on 2016/01/13 by Zabir.Hoque Add more verbose logging to try to understand #OR-11297 #lockdown Andrew.Grant #CodeReview Marcus.Wassmer #RB none #TESTS compiled Win64 debug editor, ran agora_p Change 2826170 on 2016/01/13 by Marcus.Wassmer Flush unloaded resource properly in LoadMap #codereview Gil.Gribb #rb none #test cycling game. memory is freed properly now. #lockdown Andrew.Grant Change 2826135 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General Change 2826131 on 2016/01/12 by Michael.Noland #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General Change 2826128 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main Change 2826116 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... #lockdown andrew.grant #codereview josh.markiewicz Change 2825772 on 2016/01/12 by Dmitry.Rekman Linux signal handling improvements. - Switch crash handlers to use "crash malloc" (preallocated memory) on crash. - Remove unnecessary memory allocations from graceful termination handler. #rb none #tests Run the Linux server and crashed it a few times. #codereview David.Vossel, Michael.Trepka Change 2825768 on 2016/01/12 by Josh.Markiewicz #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Change 2825703 on 2016/01/12 by Brian.Karis Switched on new motion blur. Set temporal AA sharpness to 1. #rb none #TESTS editor Change 2825689 on 2016/01/12 by Lina.Halper Fix for get animation notify crash https://jira.ol.epicgames.net/browse/OR-12248 https://jira.ol.epicgames.net/browse/OR-12348 - Also fixed the crash in preview of persona due to blend sample cache contains previous animation data - Also fixed blend space player to reinitialize cache data - The main issue is marker doesn't clamp the length, causing notifies ensure to trigger. #rb : Laurent.Delayen #tests: 10 Sparrows bot match for long time #code review: Martin.Wilson #lockdown: Andrew.Grant Change 2825680 on 2016/01/12 by Martin.Mittring fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading) #rb:Olaf.Piesche, David.Hill #test: PC, many cases Change 2825579 on 2016/01/12 by Chris.Bunner Force shadow shape bone indices on the required update list. #rb Lina.Halper, Rolando.Caloca #tests Editor #codereview Daniel.Wright #jira OR-12339 Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
// P4.Sync(String.Format("-f {0}/...#head", P4Env.BuildRootP4));
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2826201 on 2016/01/13 by Zabir.Hoque Add more verbose logging to try to understand #OR-11297 #lockdown Andrew.Grant #CodeReview Marcus.Wassmer #RB none #TESTS compiled Win64 debug editor, ran agora_p Change 2826170 on 2016/01/13 by Marcus.Wassmer Flush unloaded resource properly in LoadMap #codereview Gil.Gribb #rb none #test cycling game. memory is freed properly now. #lockdown Andrew.Grant Change 2826135 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General Change 2826131 on 2016/01/12 by Michael.Noland #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General Change 2826128 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main Change 2826116 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... #lockdown andrew.grant #codereview josh.markiewicz Change 2825772 on 2016/01/12 by Dmitry.Rekman Linux signal handling improvements. - Switch crash handlers to use "crash malloc" (preallocated memory) on crash. - Remove unnecessary memory allocations from graceful termination handler. #rb none #tests Run the Linux server and crashed it a few times. #codereview David.Vossel, Michael.Trepka Change 2825768 on 2016/01/12 by Josh.Markiewicz #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Change 2825703 on 2016/01/12 by Brian.Karis Switched on new motion blur. Set temporal AA sharpness to 1. #rb none #TESTS editor Change 2825689 on 2016/01/12 by Lina.Halper Fix for get animation notify crash https://jira.ol.epicgames.net/browse/OR-12248 https://jira.ol.epicgames.net/browse/OR-12348 - Also fixed the crash in preview of persona due to blend sample cache contains previous animation data - Also fixed blend space player to reinitialize cache data - The main issue is marker doesn't clamp the length, causing notifies ensure to trigger. #rb : Laurent.Delayen #tests: 10 Sparrows bot match for long time #code review: Martin.Wilson #lockdown: Andrew.Grant Change 2825680 on 2016/01/12 by Martin.Mittring fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading) #rb:Olaf.Piesche, David.Hill #test: PC, many cases Change 2825579 on 2016/01/12 by Chris.Bunner Force shadow shape bone indices on the required update list. #rb Lina.Halper, Rolando.Caloca #tests Editor #codereview Daniel.Wright #jira OR-12339 Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
bool NoBuild = ParseParam("nobuild");
if (!NoBuild)
{
BuildNecessaryTargets();
}
CreateChangelist(Params);
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
RunRebuildLightmapsCommandlet(Params);
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3064255) #lockdown Nick.Penwarden Change 3063869 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open windows while doing automated testing #rb marcus.wassmer #tests Tested startfpschart + stopfpschart with t.FPSChart.OpenFolderOnDump set to 1 and 0 #codereview david.nikdel Change 3063829 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Core: Added an optional size to MallocLeak Stop and made the default filter size 128 KB for both MallocLeak Dump and MallocLeak Stop if no size was specified #rb marcus.wassmer #tests Tested using MallocLeak Stop and MallocLeak Dump Change 3063825 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Engine: Exposed GPU revision ID as GRHIDeviceRevision and added it to the FPS chart analytics (gathered on D3D11 and D3D12 only) #rb marcus.wassmer #tests Tested on my desktop and compared to dxdiag output Change 3063702 on 2016/07/25 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion Collect garbage when scrubbing in a replay. Scrubbing generates a lot of garbage, and can lead to running out of memory. Can be disabled with the cvar demo.LoadCheckpointGarbageCollect. #jira OR-25964 #tests bug repro #rb john.pollard Change 3063426 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Borderless window support improvements: - the cursor changes to resize when hovering over the window edge - added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.) - used he window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled #rb Jeff.Campeau #tests Tested in editor build on PC Change 3063358 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3063307 #RB:none #tests:none #ROBOMERGE-SOURCE: CL 3063345 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3063353 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ben.marsh Merging CL 3037547 and CL 3037552 from //UE4/Dev-Build to support BuildPatchTool analytics. #rb none #tests none #ROBOMERGE-SOURCE: CL 3063156 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3063198 on 2016/07/25 by Matt.Kuhlenschmidt@matt.kuhlenschmidt_orion_dev Temp fix for broken post process volumes #rb none #tests none Change 3063166 on 2016/07/25 by Daniel.Lamb@daniel.lamb_T3905_6612 Added check to Redirect collector resolve string asset references. #rb none #test cook paragon Change 3063057 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Use round corners for windows with no system title bar and border only in windowed mode. #rb Peter.Sauerbrei #tests Tested in editor build on PC Change 3063015 on 2016/07/25 by Andrew.Rodham@Andrew.Rodham_Orion Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. #tests Tested sequencer driven animation with animation assets and (compatible) animation blueprints. Tested some non-sequencer animation. #rb Benn.Gallagher Change 3062774 on 2016/07/24 by Ben.Marsh@Ben.Marsh_T3245_Orion BuildGraph: Fix <Cook> tasks failing when multiple platforms are specified, due to not scanning the output directories separately. #rb none #tests preflight Change 3062761 on 2016/07/24 by Andrew.Grant@andrew.grant.T6730.orion.floating Non-unity fix #rb none #tests compiled Change 3062324 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Skipped a file #rb none #test none Change 3062315 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Allow r.SSR.MaxRoughness in shipping builds. Art has been tweaking with this value, but it's not being honored in shipping. #rb none #tests adjusted settings in agora_p Change 3062306 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral HLOD distance scalability option (r.HLOD.DistanceScale) Higher values make HLODS transition further away. #rb Michael.Noland #tests Tested in agora_p Change 3061861 on 2016/07/22 by Lina.Halper@Lina.Halper_Orion Fix Compression - Reduce functions to be editoronly #rb: Martin.Wilson #tests: PIE/compile editor build/noneditor Change 3061714 on 2016/07/22 by Andrew.Rodham@Andrew.Rodham_Orion Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. #tests Tested animation with and without anim trails to verify they work in editor, PIE and standalone game with and without sequencer open. Rendered out the announce trailer before and after my changes to verify there was no change in behaviour. #jira OR-25967 #review-3061494 @Max.Chen #rb Benn.Gallagher Change 3061393 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: sam.zamani compile errors #rb none #tests compile #ROBOMERGE-SOURCE: CL 3061392 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3061384 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: andrew.grant Fixed build breakage #rb none #tests compiled PS4 client #ROBOMERGE-SOURCE: CL 3061383 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3060894 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion, #OnlineSubsystem, #OnlineGameplayFramework - Game catalog supports Price Engine sales on real-money offers #rb Sam.Zamani #tests Real-money offers that are on sale show the correct sale price / discount display #jira OR-21659 #ROBOMERGE-SOURCE: CL 3060891 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3060272 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion Fix compile issue of non editor build #rb: none #tests: compile Change 3060161 on 2016/07/21 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Duplicate 3046845 CVAR threading crash fix. #rb none #tests compiled, ran ps4 Change 3060012 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion - Back out changelist 3056611 - Fix additive issue and built the new animation DDC #rb: Martin.Wilson #tests: Jump_Recovery_Additive, PIE Change 3060009 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream When receiving NotLeader party join rejection, include the new leader id and re-attempt the join to the new leader #jira OR-25648 #rb bart.bressler #tests frontend parties with promotions, coop matchmaking Change 3059989 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating Fixes for applocal redist #rb none #test built locally Change 3059832 on 2016/07/21 by Martin.Wilson@MartinWilsonOrionStream Fix graph linked external object saving error on re-compressed animations (dup from dev-framework CL ) #jira UE-33567 #rb Thomas.Sarkanen #tests In editor testing that animations can be recompressed and saved Change 3059803 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating Switching Orion, UnrealCEFSubProcess, and CrashReporterClient to build with VS2015 Added AppLocalPrerequisitesDirectory editor setting that is passed in -applocaldir during staging WinPlatformAutomation now stages applocaldir to project and engine binaries Updated OrionBuild.xml to specify -applocaldir #codereview Jeff.Campeau, Ben.Marsh #rb none #tests build client locally and verified DLLs are local to executables Change 3059707 on 2016/07/21 by David.Ratti@David.Ratti_G6218_Orion.Dev-General fix case where DefaultGameplayTags.ini fails to update if not checked out from source control #rb none #tests add tags without source control Change 3059679 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream Fix nonunity compile error due to OnlinePresenceInterface.h requiring enum defined in OnlineSubsystemTypes.h #rb paul.moore #tests compile with OrionFriendItem.cpp modified Change 3059518 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating AppLcoalDependencies required by VS2015 Change 3059477 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3059419 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3059476 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3059455 on 2016/07/21 by Graeme.Thornton@GThornton_Orion_DevGeneral Linux build fix (bad case on #include filename) #rb robert.manuszewski #tests compiled Paragon on a linux machine Change 3059258 on 2016/07/21 by Simon.Tovey@Simon.Tovey_OrionDev Implementing 3050352 in Dev-General. #rb none #tests Editor #codereview Marcus.Wassmer Change 3058989 on 2016/07/21 by Michael.Noland@mnoland_T2801_OrionStream Audio: Disabling the audio thread to prevent a crash in async line trace code (it is already disabled in UE4 main) #rb none #codereview andrew.grant, ori.cohen Change 3058773 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion - Remove QoS* from junk manifest #review-3058772 @Rob.Cannaday #rb none #tests QoS module doesn't get nuked every build #ROBOMERGE-SOURCE: CL 3058771 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3058717 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612 Added submitted CL to success email for rebuild lighting commandlet. Removed nosimplygon from resave lighting commandlet commandline. #rb Daniel.Wright #test rebuildlighting paragon devgeneral. Change 3058565 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion - Fix debug/non-development builds #rb Rob.Cannaday #tests it builds (and doesn't crash on login) on Debug Editor -debug -game! #ROBOMERGE-SOURCE: CL 3058563 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3058082 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612 Added error to the lighting build whent it fails to build. #test Rebuild lighting commandlet #rb Daniel.Wright Change 3057945 on 2016/07/20 by Andrew.Grant@andrew.grant.T6730.orion.floating Fix for NAN issue introduced in 3032847 #rb Jeff.Farris #tests none Change 3057840 on 2016/07/20 by David.Ratti@David.Ratti_G6218_Orion.Dev-General fix developer tags not properly adding to perforce when creating a new file #rb none #tests developer tags Change 3057553 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3057330 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3057549 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3057313 on 2016/07/20 by bruce.nesbit@BNesbit_Orion_Stream_1 Fixed shadowvariable in FAnalyticsEventEntry #rb none #tests compiled #codereview Wes.Hunt Change 3056802 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Fix issue where replicated map-placed actors with ability system components would cache an incorrect Role value. This could cause predicted gameplay effects in the fast TArray to have MarkItemDirty called on them, which in turn increments the item's ReplicationID, potentially causing a conflict with the server's ReplicationID. Since the Role may not be correct during OnRegister for these components, also cache it BeginPlay. #jira OR-25234 #rb david.ratti #tests golden path, bug repro #ROBOMERGE-SOURCE: CL 3056801 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3056797 on 2016/07/19 by Wes.Hunt@WHUNT-ORION-STREAM OrionAnalytics updates. * Added IAnalyticsProviderET::SetDefaultEventAttributes to use to set the GameSessionID on all Orion Analytics events. * Removed OrionAnalyticsProvider as it was no longer necessary. * Updated all Orion code to use IAnalyticsProviderET directly in the code to be able to access all the new APIs. #rb sam.zamani, jason.bestimt #tests run dedicated server with 10 bot clients, observe analytics events sending correctly. Ran PIE. #jira UE-30980 Change 3056611 on 2016/07/19 by Lina.Halper@Lina.Halper_Orion Fix for additive broken with remove linear key - DDC key has been changed, so it will require to build DDC from this #rb: Martin.Wilson #tests: Jump_Recovery_Additive in editor, and PIE Change 3056226 on 2016/07/19 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream extended gameplay debugger's ability category to show locally owned gameplay tags #orion #rb none #tests PIE Change 3056204 on 2016/07/19 by Jeff.Campeau@jeff.campeau_3753_Orion Fix offset rendering of maximized borderless game window on Windows. #review-3055205 @michael.trepka #rb Michael.Trepka #tests Tested in editor build on PC (editor window normal and maximized, game window borderless normal and maximized, game window bordered normal and maximized). Change 3056028 on 2016/07/19 by Rob.Cannaday@rob.cannaday_orion-stream Add moved modules to JunkManifest.txt Change 3055650 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - ACTUAL Merge 29.2 @ CL 3055553 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3055647 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3055620 on 2016/07/19 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN Attempts to fix rare server crashes (OR-24947, OR-24952). - Rearranging to avoid AddDefaulted(), that might be triggering a compiler bug (conjecture). #rb Steve.Robb #codereview Steve.Robb #tests Compiled Windows client and Linux server, played a match. Change 3054587 on 2016/07/18 by Andrew.Grant@andrew.grant.T6730.orion.floating Merging from //UE4/Main @ 3043787 through //UE4/Orion-Staging #rb none #tests Smoked by engine and dev QA Change 3054491 on 2016/07/18 by Frank.Gigliotti@Frank.Gig_T4217_Orion_Stream Removed warning when client miss-predicts ability activation. * It is valid for the client to miss-predict. Warning was only added to track down a bug. #CodeReview David.Ratti #RB None #Tests None Change 3053850 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General Missed checkins on ability system engine work: -Register debug delegate on module startup for easier debugging -Fallback to actor location if no hit impact is specified in default engine GC notify class #rb none #tests ability system sample project Change 3053825 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General Fix issue where config file not actually flushed at right time when adding new tags Fix issue where orion projecetile tags that are auto generated was generating tags for non gameplay tag properties #rb DanY #codereview Dan.Youhon #tests pie Change 3053438 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General -Remove developer tags from master tag list before saving to ini file -inline some stuff (wip for gc tag translator system) #rb none #test adding tags Change 3053414 on 2016/07/18 by Robert.Manuszewski@Robert_Manuszewski_NCL_Orion Fixing rare crash when async loading objects caused by linker being detached too early (before other package's import has been fully processed) #jira OR-24955 #jira OR-25183 #rb Graeme.Thornton #tests Win64 cooked client golden path (solo vs AI) Change 3052009 on 2016/07/15 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN Overhaul of behavior of headless applications (server, client) (OR-23529). - Removed FApp::ShouldUseNullRHI(). Rationale: FApp::CanEverRender() answers a higher level question and the code shouldn't predicate on the type of RHI used. - Multiple code paths updated to prevent code execution on headless clients (some of this is optimization, some was causing crashes). - Most of these changes originated from a shelved CL by BradA. #rb Michael.Noland #codereview Michael.Noland, Brad.Angelcyk, Andrew.Grant, Chris.Wood, Matt.Schembari #tests Cooked Windows client and server, Linux client and server. Ran Windows client and server, played a match, ran Linux bot (headless client, requires local changes not in this CL), ran the Windows editor (tried PIE). Change 3051926 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Reinstate color grading changes. Fix broken config file. #rb none #tests Agora_p color grading and warning check Change 3051759 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Don't record predicted elements of fast TArrays into client replays. Fixes issue where the client was incrementing the ReplicationID of predicted elements, potentially conflicting with the IDs of elements received by the server. #jira OR-25234, OR-25413, OR-25403 #tests golden path, bug repo using 'net pktlag', replays #rb john.pollard, david.ratti #ROBOMERGE-SOURCE: CL 3051758 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3051702 on 2016/07/15 by Daniel.Lamb@daniel.lamb_T3905_6612 Added jordan walker to rebuild lighting emails. Removed peter.sauerbrei. #rb Peter.Sauerbrei #test none Change 3051661 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ben.marsh Merging support for precompiled binaries in CIS from Release-29. #rb none #tests none #ROBOMERGE-SOURCE: CL 3051660 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3051466 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Allow seamless upgrade from FVector -> FVector4 for UProperties. #rb Robert.Manuszewski #tests Color grading property changes. Change 3050680 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Mcp, #Orion - Fix initalization values of CatalogServiceMcp #rb none #tests Real money offers show in the store again #ROBOMERGE-SOURCE: CL 3050563 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050520 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - MERGING DUI @ CL 3047139 #RB:none #Tests:none [CodeReviewed]: kerrington.smith, dan.hertzka, matt.schembari, benjamin.crocker, jaymee.stanford, alex.conner #ROBOMERGE-SOURCE: CL 3050519 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050465 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Don't check IsClientOnly() to detemine whether a player controller is local or not. For client replay recording, the replay spectator controller should not return true from IsLocallyControlled(). This change fixes that case in client builds. Fixes issue where the SignificanceManager was using the replay spectator to influence significance values, causing them to be incorrect for the game player controller. #jira OR-25258 #tests bug repro, golden path, replays #rb john.pollard [CodeReviewed] zak.middleton, josh.markiewicz #ROBOMERGE-SOURCE: CL 3050462 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050326 on 2016/07/14 by Dan.Youhon@Dan.Youhon.Paragon Set CameraLensEffects position before activation so that initial significance values are correct, specifically to fix quick camera lens effects being culled out due to incorrect significance #OR-18321 - Moves location determination code from AEmitterCameraLensEffectBase::UpdateLocation into a separate static GetAttachedEmitterTransform function, which is now called both from UpdateLocation and in APlayerCameraManager::AddCameraLensEffect to determine SpawnTransform for the LensEffect SpawnActor call - Unshelved from Jeff.Farris. Thanks Jeff! #rb Dan.Youhon #tests MultiPIE #codereview Jeff.Farris Change 3049749 on 2016/07/14 by Daniel.Lamb@daniel.lamb_T3905_6612 Added skipskin verify to rebuild lighting commandlet. #rb None #test Rebuild lighting commandlet Change 3049728 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: buildmachine Remove simplygon from rebuild lighting commandlet #rb none #test rebuild lighting #ROBOMERGE-SOURCE: CL 3049727 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3049721 on 2016/07/14 by buildmachine@buildmachine_Z4560_OrionDevGeneral Remove simplygon from rebuild lighting commandlet #rb none #test rebuild lighting Change 3049325 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating Back out changelist 3049037 due to incompatibility with current assets #rb none #tests Cooked content and verified warnings & errors are gone. #codereview Marcus.Wasmer, Brian.Karis, HaarmPieter.Duiker Change 3049319 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating More work on content filtering (still disabled) #rb none #tests cooked content and verified filtered content is not found. Change 3049298 on 2016/07/13 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2/29 @ CL 3049113 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3049296 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3049269 on 2016/07/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion Constified FObjectFinder::Succeeded because why not #UE4 #rb none #test golden path Change 3049104 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating Created delegate for object name resolution and moved existing package localization code to use it. Orion code to filter out unreleased heroes and other data, but correnty disabled due to a cooking bug. #rb none #tests ran editor, ran cooker, verified object resolution is equivalent to before. Change 3049037 on 2016/07/13 by HaarmPieter.Duiker@HPD-Dev-General Adding shadows, midtones and highlights color correction controls #rb brian.karis, marcus.wassmer #tests "postprocess color correction" Change 3048457 on 2016/07/13 by Cody.Haskell@OrionStream #UE4 - Adding a delegate that fires off when LastUserInteractionTime is updated #codereview Matt.Kuhlenschmidt #rb none #tests PIE Change 3048420 on 2016/07/13 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN Fix double #undef LOCTEXT_NAMESPACE in editor case. #rb none #codereview Nick.Darnell, Andrew.Grant #tests Compiled Linux editor (for running -server). Change 3047891 on 2016/07/13 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Rollback //Orion/Dev-General/Engine/Source/Runtime/Core/Private/Windows/WindowsWindow.cpp to revision 12 #rb none #tests Tested in editor on PC Change 3047216 on 2016/07/12 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN Changes to Linux application specific to Linux client. #rb none #codereview Brad.Angelcyk #tests Ran Paragon Linux client (headless) locally. Change 3047140 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating Fix for PS4 #rb #tests na Change 3047107 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating Moved timeguards out of stats.h #rb none #tests compiled editor & shipping client Change 3046996 on 2016/07/12 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion Don't check bTearOff when deciding whether to swap roles for client replay recording and improve the comment. Fixes an assert that could occur if a torn-off actor happened to get recorded into a checkpoint of a client replay. #tests golden path #rb john.pollard Change 3046975 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons. #codereview Dan.Hertzka #rb Jeff.Campeau #tests Tested in editor build on PC Change 3046812 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev New UI for selecting fullscreen mode in Paragon video settings #rb Dan.Hertzka #tests Tested in editor build on PC Change 3046803 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Added an option to WindowTitleBarArea widget to make it toggle fullscreen mode instead of maximizing the window. #rb Dan.Hertzka #tests Tested in editor build on PC Change 3045374 on 2016/07/11 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral Fix assert in channel cleanup code that could occur if the connection was cleaned up, and there were KeepProcessingActorChannelBunchesMap in-flight still #rb RyanG #tests Replays Change 3044696 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612 Added additional checks to ResavePackagesCommandlet so people don't miss the required allowcommandletrendering flag when using buildlighting option. #test rebuild lighting using resave packages paragon #rb None Change 3044690 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612 Changed MBWritten cooker stats to report mb instead of bytes... #rb Wes.Hunt. #test cook paragon. Change 3044439 on 2016/07/11 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2 @ CL 3043960 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3044428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) [CL 3070724 by Andrew Grant in Main branch]
2016-07-29 17:10:25 -04:00
SubmitRebuiltMaps(ref SubmittedCL);
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
}
catch (Exception ProcessEx)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
LogInformation("********** REBUILD LIGHT MAPS COMMAND FAILED **********");
LogInformation("Error message: {0}", ProcessEx.Message);
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
HandleFailure(ProcessEx.Message);
throw ProcessEx;
}
// The processes steps have completed successfully.
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3064255) #lockdown Nick.Penwarden Change 3063869 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open windows while doing automated testing #rb marcus.wassmer #tests Tested startfpschart + stopfpschart with t.FPSChart.OpenFolderOnDump set to 1 and 0 #codereview david.nikdel Change 3063829 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Core: Added an optional size to MallocLeak Stop and made the default filter size 128 KB for both MallocLeak Dump and MallocLeak Stop if no size was specified #rb marcus.wassmer #tests Tested using MallocLeak Stop and MallocLeak Dump Change 3063825 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Engine: Exposed GPU revision ID as GRHIDeviceRevision and added it to the FPS chart analytics (gathered on D3D11 and D3D12 only) #rb marcus.wassmer #tests Tested on my desktop and compared to dxdiag output Change 3063702 on 2016/07/25 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion Collect garbage when scrubbing in a replay. Scrubbing generates a lot of garbage, and can lead to running out of memory. Can be disabled with the cvar demo.LoadCheckpointGarbageCollect. #jira OR-25964 #tests bug repro #rb john.pollard Change 3063426 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Borderless window support improvements: - the cursor changes to resize when hovering over the window edge - added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.) - used he window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled #rb Jeff.Campeau #tests Tested in editor build on PC Change 3063358 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3063307 #RB:none #tests:none #ROBOMERGE-SOURCE: CL 3063345 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3063353 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ben.marsh Merging CL 3037547 and CL 3037552 from //UE4/Dev-Build to support BuildPatchTool analytics. #rb none #tests none #ROBOMERGE-SOURCE: CL 3063156 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3063198 on 2016/07/25 by Matt.Kuhlenschmidt@matt.kuhlenschmidt_orion_dev Temp fix for broken post process volumes #rb none #tests none Change 3063166 on 2016/07/25 by Daniel.Lamb@daniel.lamb_T3905_6612 Added check to Redirect collector resolve string asset references. #rb none #test cook paragon Change 3063057 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Use round corners for windows with no system title bar and border only in windowed mode. #rb Peter.Sauerbrei #tests Tested in editor build on PC Change 3063015 on 2016/07/25 by Andrew.Rodham@Andrew.Rodham_Orion Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. #tests Tested sequencer driven animation with animation assets and (compatible) animation blueprints. Tested some non-sequencer animation. #rb Benn.Gallagher Change 3062774 on 2016/07/24 by Ben.Marsh@Ben.Marsh_T3245_Orion BuildGraph: Fix <Cook> tasks failing when multiple platforms are specified, due to not scanning the output directories separately. #rb none #tests preflight Change 3062761 on 2016/07/24 by Andrew.Grant@andrew.grant.T6730.orion.floating Non-unity fix #rb none #tests compiled Change 3062324 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Skipped a file #rb none #test none Change 3062315 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Allow r.SSR.MaxRoughness in shipping builds. Art has been tweaking with this value, but it's not being honored in shipping. #rb none #tests adjusted settings in agora_p Change 3062306 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral HLOD distance scalability option (r.HLOD.DistanceScale) Higher values make HLODS transition further away. #rb Michael.Noland #tests Tested in agora_p Change 3061861 on 2016/07/22 by Lina.Halper@Lina.Halper_Orion Fix Compression - Reduce functions to be editoronly #rb: Martin.Wilson #tests: PIE/compile editor build/noneditor Change 3061714 on 2016/07/22 by Andrew.Rodham@Andrew.Rodham_Orion Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. #tests Tested animation with and without anim trails to verify they work in editor, PIE and standalone game with and without sequencer open. Rendered out the announce trailer before and after my changes to verify there was no change in behaviour. #jira OR-25967 #review-3061494 @Max.Chen #rb Benn.Gallagher Change 3061393 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: sam.zamani compile errors #rb none #tests compile #ROBOMERGE-SOURCE: CL 3061392 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3061384 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: andrew.grant Fixed build breakage #rb none #tests compiled PS4 client #ROBOMERGE-SOURCE: CL 3061383 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3060894 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion, #OnlineSubsystem, #OnlineGameplayFramework - Game catalog supports Price Engine sales on real-money offers #rb Sam.Zamani #tests Real-money offers that are on sale show the correct sale price / discount display #jira OR-21659 #ROBOMERGE-SOURCE: CL 3060891 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3060272 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion Fix compile issue of non editor build #rb: none #tests: compile Change 3060161 on 2016/07/21 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Duplicate 3046845 CVAR threading crash fix. #rb none #tests compiled, ran ps4 Change 3060012 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion - Back out changelist 3056611 - Fix additive issue and built the new animation DDC #rb: Martin.Wilson #tests: Jump_Recovery_Additive, PIE Change 3060009 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream When receiving NotLeader party join rejection, include the new leader id and re-attempt the join to the new leader #jira OR-25648 #rb bart.bressler #tests frontend parties with promotions, coop matchmaking Change 3059989 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating Fixes for applocal redist #rb none #test built locally Change 3059832 on 2016/07/21 by Martin.Wilson@MartinWilsonOrionStream Fix graph linked external object saving error on re-compressed animations (dup from dev-framework CL ) #jira UE-33567 #rb Thomas.Sarkanen #tests In editor testing that animations can be recompressed and saved Change 3059803 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating Switching Orion, UnrealCEFSubProcess, and CrashReporterClient to build with VS2015 Added AppLocalPrerequisitesDirectory editor setting that is passed in -applocaldir during staging WinPlatformAutomation now stages applocaldir to project and engine binaries Updated OrionBuild.xml to specify -applocaldir #codereview Jeff.Campeau, Ben.Marsh #rb none #tests build client locally and verified DLLs are local to executables Change 3059707 on 2016/07/21 by David.Ratti@David.Ratti_G6218_Orion.Dev-General fix case where DefaultGameplayTags.ini fails to update if not checked out from source control #rb none #tests add tags without source control Change 3059679 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream Fix nonunity compile error due to OnlinePresenceInterface.h requiring enum defined in OnlineSubsystemTypes.h #rb paul.moore #tests compile with OrionFriendItem.cpp modified Change 3059518 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating AppLcoalDependencies required by VS2015 Change 3059477 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3059419 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3059476 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3059455 on 2016/07/21 by Graeme.Thornton@GThornton_Orion_DevGeneral Linux build fix (bad case on #include filename) #rb robert.manuszewski #tests compiled Paragon on a linux machine Change 3059258 on 2016/07/21 by Simon.Tovey@Simon.Tovey_OrionDev Implementing 3050352 in Dev-General. #rb none #tests Editor #codereview Marcus.Wassmer Change 3058989 on 2016/07/21 by Michael.Noland@mnoland_T2801_OrionStream Audio: Disabling the audio thread to prevent a crash in async line trace code (it is already disabled in UE4 main) #rb none #codereview andrew.grant, ori.cohen Change 3058773 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion - Remove QoS* from junk manifest #review-3058772 @Rob.Cannaday #rb none #tests QoS module doesn't get nuked every build #ROBOMERGE-SOURCE: CL 3058771 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3058717 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612 Added submitted CL to success email for rebuild lighting commandlet. Removed nosimplygon from resave lighting commandlet commandline. #rb Daniel.Wright #test rebuildlighting paragon devgeneral. Change 3058565 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion - Fix debug/non-development builds #rb Rob.Cannaday #tests it builds (and doesn't crash on login) on Debug Editor -debug -game! #ROBOMERGE-SOURCE: CL 3058563 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3058082 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612 Added error to the lighting build whent it fails to build. #test Rebuild lighting commandlet #rb Daniel.Wright Change 3057945 on 2016/07/20 by Andrew.Grant@andrew.grant.T6730.orion.floating Fix for NAN issue introduced in 3032847 #rb Jeff.Farris #tests none Change 3057840 on 2016/07/20 by David.Ratti@David.Ratti_G6218_Orion.Dev-General fix developer tags not properly adding to perforce when creating a new file #rb none #tests developer tags Change 3057553 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3057330 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3057549 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3057313 on 2016/07/20 by bruce.nesbit@BNesbit_Orion_Stream_1 Fixed shadowvariable in FAnalyticsEventEntry #rb none #tests compiled #codereview Wes.Hunt Change 3056802 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Fix issue where replicated map-placed actors with ability system components would cache an incorrect Role value. This could cause predicted gameplay effects in the fast TArray to have MarkItemDirty called on them, which in turn increments the item's ReplicationID, potentially causing a conflict with the server's ReplicationID. Since the Role may not be correct during OnRegister for these components, also cache it BeginPlay. #jira OR-25234 #rb david.ratti #tests golden path, bug repro #ROBOMERGE-SOURCE: CL 3056801 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3056797 on 2016/07/19 by Wes.Hunt@WHUNT-ORION-STREAM OrionAnalytics updates. * Added IAnalyticsProviderET::SetDefaultEventAttributes to use to set the GameSessionID on all Orion Analytics events. * Removed OrionAnalyticsProvider as it was no longer necessary. * Updated all Orion code to use IAnalyticsProviderET directly in the code to be able to access all the new APIs. #rb sam.zamani, jason.bestimt #tests run dedicated server with 10 bot clients, observe analytics events sending correctly. Ran PIE. #jira UE-30980 Change 3056611 on 2016/07/19 by Lina.Halper@Lina.Halper_Orion Fix for additive broken with remove linear key - DDC key has been changed, so it will require to build DDC from this #rb: Martin.Wilson #tests: Jump_Recovery_Additive in editor, and PIE Change 3056226 on 2016/07/19 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream extended gameplay debugger's ability category to show locally owned gameplay tags #orion #rb none #tests PIE Change 3056204 on 2016/07/19 by Jeff.Campeau@jeff.campeau_3753_Orion Fix offset rendering of maximized borderless game window on Windows. #review-3055205 @michael.trepka #rb Michael.Trepka #tests Tested in editor build on PC (editor window normal and maximized, game window borderless normal and maximized, game window bordered normal and maximized). Change 3056028 on 2016/07/19 by Rob.Cannaday@rob.cannaday_orion-stream Add moved modules to JunkManifest.txt Change 3055650 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - ACTUAL Merge 29.2 @ CL 3055553 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3055647 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3055620 on 2016/07/19 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN Attempts to fix rare server crashes (OR-24947, OR-24952). - Rearranging to avoid AddDefaulted(), that might be triggering a compiler bug (conjecture). #rb Steve.Robb #codereview Steve.Robb #tests Compiled Windows client and Linux server, played a match. Change 3054587 on 2016/07/18 by Andrew.Grant@andrew.grant.T6730.orion.floating Merging from //UE4/Main @ 3043787 through //UE4/Orion-Staging #rb none #tests Smoked by engine and dev QA Change 3054491 on 2016/07/18 by Frank.Gigliotti@Frank.Gig_T4217_Orion_Stream Removed warning when client miss-predicts ability activation. * It is valid for the client to miss-predict. Warning was only added to track down a bug. #CodeReview David.Ratti #RB None #Tests None Change 3053850 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General Missed checkins on ability system engine work: -Register debug delegate on module startup for easier debugging -Fallback to actor location if no hit impact is specified in default engine GC notify class #rb none #tests ability system sample project Change 3053825 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General Fix issue where config file not actually flushed at right time when adding new tags Fix issue where orion projecetile tags that are auto generated was generating tags for non gameplay tag properties #rb DanY #codereview Dan.Youhon #tests pie Change 3053438 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General -Remove developer tags from master tag list before saving to ini file -inline some stuff (wip for gc tag translator system) #rb none #test adding tags Change 3053414 on 2016/07/18 by Robert.Manuszewski@Robert_Manuszewski_NCL_Orion Fixing rare crash when async loading objects caused by linker being detached too early (before other package's import has been fully processed) #jira OR-24955 #jira OR-25183 #rb Graeme.Thornton #tests Win64 cooked client golden path (solo vs AI) Change 3052009 on 2016/07/15 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN Overhaul of behavior of headless applications (server, client) (OR-23529). - Removed FApp::ShouldUseNullRHI(). Rationale: FApp::CanEverRender() answers a higher level question and the code shouldn't predicate on the type of RHI used. - Multiple code paths updated to prevent code execution on headless clients (some of this is optimization, some was causing crashes). - Most of these changes originated from a shelved CL by BradA. #rb Michael.Noland #codereview Michael.Noland, Brad.Angelcyk, Andrew.Grant, Chris.Wood, Matt.Schembari #tests Cooked Windows client and server, Linux client and server. Ran Windows client and server, played a match, ran Linux bot (headless client, requires local changes not in this CL), ran the Windows editor (tried PIE). Change 3051926 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Reinstate color grading changes. Fix broken config file. #rb none #tests Agora_p color grading and warning check Change 3051759 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Don't record predicted elements of fast TArrays into client replays. Fixes issue where the client was incrementing the ReplicationID of predicted elements, potentially conflicting with the IDs of elements received by the server. #jira OR-25234, OR-25413, OR-25403 #tests golden path, bug repo using 'net pktlag', replays #rb john.pollard, david.ratti #ROBOMERGE-SOURCE: CL 3051758 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3051702 on 2016/07/15 by Daniel.Lamb@daniel.lamb_T3905_6612 Added jordan walker to rebuild lighting emails. Removed peter.sauerbrei. #rb Peter.Sauerbrei #test none Change 3051661 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ben.marsh Merging support for precompiled binaries in CIS from Release-29. #rb none #tests none #ROBOMERGE-SOURCE: CL 3051660 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3051466 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Allow seamless upgrade from FVector -> FVector4 for UProperties. #rb Robert.Manuszewski #tests Color grading property changes. Change 3050680 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Mcp, #Orion - Fix initalization values of CatalogServiceMcp #rb none #tests Real money offers show in the store again #ROBOMERGE-SOURCE: CL 3050563 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050520 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - MERGING DUI @ CL 3047139 #RB:none #Tests:none [CodeReviewed]: kerrington.smith, dan.hertzka, matt.schembari, benjamin.crocker, jaymee.stanford, alex.conner #ROBOMERGE-SOURCE: CL 3050519 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050465 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Don't check IsClientOnly() to detemine whether a player controller is local or not. For client replay recording, the replay spectator controller should not return true from IsLocallyControlled(). This change fixes that case in client builds. Fixes issue where the SignificanceManager was using the replay spectator to influence significance values, causing them to be incorrect for the game player controller. #jira OR-25258 #tests bug repro, golden path, replays #rb john.pollard [CodeReviewed] zak.middleton, josh.markiewicz #ROBOMERGE-SOURCE: CL 3050462 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050326 on 2016/07/14 by Dan.Youhon@Dan.Youhon.Paragon Set CameraLensEffects position before activation so that initial significance values are correct, specifically to fix quick camera lens effects being culled out due to incorrect significance #OR-18321 - Moves location determination code from AEmitterCameraLensEffectBase::UpdateLocation into a separate static GetAttachedEmitterTransform function, which is now called both from UpdateLocation and in APlayerCameraManager::AddCameraLensEffect to determine SpawnTransform for the LensEffect SpawnActor call - Unshelved from Jeff.Farris. Thanks Jeff! #rb Dan.Youhon #tests MultiPIE #codereview Jeff.Farris Change 3049749 on 2016/07/14 by Daniel.Lamb@daniel.lamb_T3905_6612 Added skipskin verify to rebuild lighting commandlet. #rb None #test Rebuild lighting commandlet Change 3049728 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: buildmachine Remove simplygon from rebuild lighting commandlet #rb none #test rebuild lighting #ROBOMERGE-SOURCE: CL 3049727 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3049721 on 2016/07/14 by buildmachine@buildmachine_Z4560_OrionDevGeneral Remove simplygon from rebuild lighting commandlet #rb none #test rebuild lighting Change 3049325 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating Back out changelist 3049037 due to incompatibility with current assets #rb none #tests Cooked content and verified warnings & errors are gone. #codereview Marcus.Wasmer, Brian.Karis, HaarmPieter.Duiker Change 3049319 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating More work on content filtering (still disabled) #rb none #tests cooked content and verified filtered content is not found. Change 3049298 on 2016/07/13 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2/29 @ CL 3049113 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3049296 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3049269 on 2016/07/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion Constified FObjectFinder::Succeeded because why not #UE4 #rb none #test golden path Change 3049104 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating Created delegate for object name resolution and moved existing package localization code to use it. Orion code to filter out unreleased heroes and other data, but correnty disabled due to a cooking bug. #rb none #tests ran editor, ran cooker, verified object resolution is equivalent to before. Change 3049037 on 2016/07/13 by HaarmPieter.Duiker@HPD-Dev-General Adding shadows, midtones and highlights color correction controls #rb brian.karis, marcus.wassmer #tests "postprocess color correction" Change 3048457 on 2016/07/13 by Cody.Haskell@OrionStream #UE4 - Adding a delegate that fires off when LastUserInteractionTime is updated #codereview Matt.Kuhlenschmidt #rb none #tests PIE Change 3048420 on 2016/07/13 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN Fix double #undef LOCTEXT_NAMESPACE in editor case. #rb none #codereview Nick.Darnell, Andrew.Grant #tests Compiled Linux editor (for running -server). Change 3047891 on 2016/07/13 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Rollback //Orion/Dev-General/Engine/Source/Runtime/Core/Private/Windows/WindowsWindow.cpp to revision 12 #rb none #tests Tested in editor on PC Change 3047216 on 2016/07/12 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN Changes to Linux application specific to Linux client. #rb none #codereview Brad.Angelcyk #tests Ran Paragon Linux client (headless) locally. Change 3047140 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating Fix for PS4 #rb #tests na Change 3047107 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating Moved timeguards out of stats.h #rb none #tests compiled editor & shipping client Change 3046996 on 2016/07/12 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion Don't check bTearOff when deciding whether to swap roles for client replay recording and improve the comment. Fixes an assert that could occur if a torn-off actor happened to get recorded into a checkpoint of a client replay. #tests golden path #rb john.pollard Change 3046975 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons. #codereview Dan.Hertzka #rb Jeff.Campeau #tests Tested in editor build on PC Change 3046812 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev New UI for selecting fullscreen mode in Paragon video settings #rb Dan.Hertzka #tests Tested in editor build on PC Change 3046803 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Added an option to WindowTitleBarArea widget to make it toggle fullscreen mode instead of maximizing the window. #rb Dan.Hertzka #tests Tested in editor build on PC Change 3045374 on 2016/07/11 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral Fix assert in channel cleanup code that could occur if the connection was cleaned up, and there were KeepProcessingActorChannelBunchesMap in-flight still #rb RyanG #tests Replays Change 3044696 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612 Added additional checks to ResavePackagesCommandlet so people don't miss the required allowcommandletrendering flag when using buildlighting option. #test rebuild lighting using resave packages paragon #rb None Change 3044690 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612 Changed MBWritten cooker stats to report mb instead of bytes... #rb Wes.Hunt. #test cook paragon. Change 3044439 on 2016/07/11 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2 @ CL 3043960 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3044428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) [CL 3070724 by Andrew Grant in Main branch]
2016-07-29 17:10:25 -04:00
HandleSuccess(SubmittedCL);
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
LogInformation("********** REBUILD LIGHT MAPS COMMAND COMPLETED **********");
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
}
#endregion
// Broken down steps used to run the process.
#region RebuildLightMaps Process Steps
private void BuildNecessaryTargets()
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
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LogInformation("Running Step:- RebuildLightMaps::BuildNecessaryTargets");
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
Copying //UE4/Orion-Staging to //UE4/Main (//Orion/Dev-General @ 2855324) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2855265 on 2016/02/03 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2855247 on 2016/02/03 by Max.Chen PlacementMode: Null factory check in constructor to fix cooking. #codereview andrew.rodham #rb andrew.rodham #jira UE-26412 ChangeChange 2855116 on 2016/02/03 by Michael.Noland [AUTOMERGE] PS4: Added a log statement when the gap between SubmitDone calls exceeds 2 seconds and removed a duplicate call to set the LastSubmitDoneTime PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1 Merging CL# 2854751 and 2852176 by way of 2855100 #tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1 #rb dave.ratti #lockdown andrew.grant -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2855109 by Michael.Noland on 2016/02/03 20:59:51. Change 2855109 on 2016/02/03 by Michael.Noland PS4: Added a log statement when the gap between SubmitDone calls exceeds 2 seconds and removed a duplicate call to set the LastSubmitDoneTime PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1 Merging CL# 2854751 and 2852176 by way of 2855100 #tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1 #rb dave.ratti #lockdown andrew.grant Change 2855100 on 2016/02/03 by Michael.Noland PS4: Added a log statement when the gap between SubmitDone calls exceeds 2 seconds and removed a duplicate call to set the LastSubmitDoneTime PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1 Merging CL# 2854751 and 2852176 using //Orion/Release-Next_to_//Orion/Release-Live #tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1 #rb dave.ratti #lockdown andrew.grant ChangeChangeChangeChangeChange 2854825 on 2016/02/03 by Zabir.Hoque Harden MaterialParameterCollection from ending up with duplicate parameter names of GUIDs. #Tests: Ran debug editor, create materail param collection with >500 elements. Still only ~18ms. Used param in shader. #RB: Daniel.Wright #CodeReview: Daniel.Wright, Gil.Gribb, Rolando.Caloca, Marcus.Wassmer Change 2854788 on 2016/02/03 by Josh.Markiewicz #UE4 - JsonObjectConverter changes - added the ability for a UStruct to emit json as a string if type traits are setup with ExportTextItem / ImportTextItem - allows the UStruct to convert to json as something other than FJsonValueObject -- things like FColor, FDateTime but they are already handled differently - checked for possible change in existing behavior, no classes currently use type traits for this that aren't handled special already - FUniqueNetIdRepl can now convert to/from json as a string #rb david.nikdel #codereview ben.zeigler, sam.zamani, david.nikdel, paul.moore #tests various online tests connecting to servers, etc Change 2854751 on 2016/02/03 by Michael.Noland PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1 #rb dave.ratti #lockdown andrew.grant #tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1 ChangeChange 2854712 on 2016/02/03 by Josh.Markiewicz #UE4 - added some json compatibility features to FUniqueNetIdRepl struct - ImportTextItem - To/FromJson #rb david.nikdel #codereview none #tests various online features, additional unit tests added to class Change 2854696 on 2016/02/03 by Dmitry.Rekman Making Memprofiler usable (by MichaelN). #rb Zak.Middleton (who I got the shelved CL # from) #codereview Michael.Noland, Zak.Middleton, Bob.Tellez #tests Used Memprofiler on a number of captures. ChangeChange 2854536 on 2016/02/03 by John.Pollard Add event groups as users to replay, so we can quickly find replays with certain events types in them #rb RyanG #tests Replays and events Merging using OrionDevGeneral->ReleaseCandidate Change 2854526 on 2016/02/03 by John.Pollard Add support for getting replay id #rb RyanG #tests Replays Merging using OrionDevGeneral->ReleaseCandidate Change 2854522 on 2016/02/03 by John.Pollard Support setting string values in perf counters through the perf counters helper class. #rb none #tests Client/Server match [CL 2856676 by Andrew Grant in Main branch]
2016-02-04 23:40:42 -05:00
Agenda.AddTarget("UnrealHeaderTool", UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
Agenda.AddTarget("ShaderCompileWorker", UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
Agenda.AddTarget("UnrealLightmass", UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
Agenda.AddTarget(CommandletTargetName, UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
try
{
UE4Build Builder = new UE4Build(this);
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
Builder.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true, InForceNoXGE: false, InChangelistNumberOverride: GetLatestCodeChange());
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
UE4Build.CheckBuildProducts(Builder.BuildProductFiles);
}
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
catch (AutomationException)
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
{
LogError("Rebuild Light Maps has failed.");
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
throw;
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
private int GetLatestCodeChange()
{
List<P4Connection.ChangeRecord> ChangeRecords;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3511476) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3372740 by Chris.Bunner [Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute). StencilSceneTexture added to deferred list. A few known issues to be fixed in a follow-up CL. Change 3374187 by Chris.Bunner Volume texture support for CombineLUTs/Tonemap compute pass. Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS. Skip compute post process out-of-bounds writes. Unsigned type conversion fixes. Trimmed compute post process shader inputs. Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454636 by Uriel.Doyon Fixed point light having an extra scale of 16 in mobile #jira UE-45272 Change 3454844 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3461206 by Guillaume.Abadie Adds possibility to scene captures and player controller to render no primitives at all. Change 3461207 by Guillaume.Abadie Exposes showflag details to USceneCaptureComponent. This gives the possibility to configure scene capture's showflags in blueprint encapsulated compositing pipeline. #jira UE-6810 Change 3461233 by Chris.Bunner Added Log10 material expression. Added tooltip for Log2 and Log10. Change 3461434 by Michael.Trepka Copy of CL 3456118 In Metal RHI report texture streaming as immediately successful as on D3D to avoid a race-condition leading to deadlock between the Main, Game, Render & RHI threads. #jira UE-44961 Change 3461770 by Benjamin.Hyder Submitting TM-RayTracedDistanceField map Change 3461929 by Marc.Olano Add Sobol blueprint and material node test maps to RenderTest project Change 3462249 by Uriel.Doyon Translucency after DoF is now disabled when showflag postprocess is disabled. Change 3462371 by Brian.Karis VT addressing is now 64bit to support huge sparse virtualized volumes 16bit page tables working. Change 3462936 by Marc.Olano Extend Sobol testing map with comparision between Random Sobol and Next Sobol functions Change 3464394 by Uriel.Doyon Improved synchronization for texture streaming commands. This fixes an issue when accessing FStreamingTexture for pending textures. Change 3464743 by Guillaume.Abadie Adds .usf file extension on all shader's source file names and adds checks to verify them at engine load time. Change 3464818 by Guillaume.Abadie Fixes compilation error in FindShaderRelativePath Change 3465184 by Daniel.Wright r.Shadow.PreShadowResolutionFactor 1.0 on Epic shadow settings Change 3465283 by Marc.Olano Update Sobol Gray code tables to match random order tables Change 3465976 by Arne.Schober DR - [UE-44393] - The Canvas is using the Globalshaders for clearing but compilation is done asynconously at load time. Unfortunately there could be Code that uses a canvas to draw and cause this issue in between. There might be some plugins that do this. For now we need to wait and block for the shaqders to be compiled until we can allo the use of the canvas. #RB none Change 3467513 by Guillaume.Abadie Fixes an issue where primitives would no longer draw in gameplay. #jira UE-45550 Change 3471116 by Richard.Wallis Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms. Merge of CL 3327784 dev-editor stream from Michael Trepka with some extra changes. - Also removed Metal shader platforms from PlatformSupportsDebugViewShaders() otherwise we get a compiler error. HLSL register binds not implemented in metal backend. #jira UE-39108 Change 3471117 by Richard.Wallis Drop down menus clip on 27" Screen iMacs. Disable viewport HDR rendering on macOS 10.12.x when in editor. #jira UE-43026 Change 3471130 by Richard.Wallis Mac GPU hang causes editor output log to be written to the wrong file. Try to emulate windows behaviour when opening a file for reading or writing. Tested against behaviour of windows log file with multiple instances running. - Only defined in for Mac and non shipping. #jira UE-44934 Change 3471224 by Guillaume.Abadie Lets the ProjectFileGenerator to look at Shaders/ directories in plugin and game projects. Change 3471646 by Daniel.Wright Fixed ensure opening UT system settings Change 3471862 by Arne.Schober DR - revert accidently checked in changes. #RB Chris.Bunner Change 3472249 by Guillaume.Abadie Implements virtual shader source directory mapping. - /Engine/... maps to Engine/Shaders/... - /Plugin/FooBar/... maps to FooBar plugin's Shaders/ directory - /Project/... maps to project's Shaders/ directory Change 3472443 by Daniel.Wright Moved the Rendering category for lights to be just below the Light category, so the bVisible property is easily accessible Change 3474537 by Uriel.Doyon Fixed lighting needs rebuild happening after blueprint rescript and a non symetrical Quaterion != ToQuaternion(ToRotator(Quaternion) Change 3475192 by Guillaume.Abadie Implements LensDistortion engine plugin. This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters: - It is implemented as the first engine plugin with its own shaders and render thread commands; - Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py) Change 3475209 by Guillaume.Abadie Back out changelist 3475192 Change 3475252 by Guillaume.Abadie Reland: Implements LensDistortion engine plugin. This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters: - It is implemented as the first engine plugin with its own shaders and render thread commands; - Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py) Change 3475389 by Guillaume.Abadie Adds LensDistortion plugin's feature tests. Change 3475538 by Guillaume.Abadie Adds the /Engine/* prefix on all of the renderer's USF file references. Change 3475568 by Guillaume.Abadie Adds a check for virtual shader source file path format in FShaderType::FShaderType() Change 3475871 by Guillaume.Abadie Fixes a bug in shader compile worker, were an error in a relative #include USF file would trigger an check failure in CheckVirtualShaderFilePath Change 3475997 by Yujiang.Wang Workaround for a compiler optimization bug introduced in VS2015 Update 3. * The bug causes TSHVector<2>::CalcDiffuseTransfer to go to infinity at certain spot, making movable objects with ILCQ_Volume indirect lighting cache interpolation get very dark. * Debug builds don't exhibit this bug. * Semantics are exactly the same as the original code. Change 3476203 by David.Hill Compute SSAO: problem wiht AmbientOcclusionLevels and with various viewporttest sizes. Only seen when Levels >=2 #jira UE-45741 Change 3476536 by Benjamin.Hyder adding player start to Ray Traced Distance Field Shadows Map Change 3478298 by Benjamin.Hyder disabling mesh distance fields in Tm-Raytraced_DistanceField_Shadows map Change 3478948 by Rolando.Caloca DR - Nicer check Change 3478949 by Rolando.Caloca DR - Default GPU morphs to enabled Change 3478950 by Rolando.Caloca DR - By default -vulkan will launch SM5 Change 3478984 by Rolando.Caloca DR - Pass down -vulkan Change 3479655 by Richard.Wallis Video track does not switch in AVF Media Player. Need to disable unused video tracks to allow AVPlayerItemVideoOutput to decode the required track. - Minimal change to allow video track changes/selection. - Audio samples are extracted using AVAssetReaderTrackOutput but video uses AVPlayerItemVideoOutput. Video could also use AVAssetReaderTrackOutput to access the video data unless there is an iOS reason not to... - Flush the audio sink sample buffers so we get instant audio track changes #jira UE-39750, UE-39749 Change 3479834 by Rolando.Caloca DR - Fix issue with bad vertex colors (per licensee) Change 3480376 by Guillaume.Abadie Disables ComputeLightGrid() if no volumetric fog and no lighting. #jira UE-45377 Change 3480596 by Yujiang.Wang Fix for dynamic shadows and raytraced distance field shadows of directional lights not appearing in planar reflection * Bug caused by incorrect shadow culling volumes for cascaded shadow map and backface culling mode for WholeSceneShadowProjection * Fixed by taking View.bReverseCulling into account #jira UE-34452 Change 3480600 by Yujiang.Wang Fix for UE-42376 * The bug is caused by post-processing ambient cubemaps not being supported in forward shading currently. * This fix replaces all the occurences of them in CalcSceneView with a skylight using the cubemap * If a CalcSceneView is used solely for setting the PP ambient cubemap, it is removed. #jira UE-42376 Change 3480784 by Rolando.Caloca DR - hlslcc - Initial support for [RW]StructuredBuffer Change 3481690 by Uriel.Doyon Attempt to fix static analysis warning Change 3482012 by Simon.Tovey Fixed issue when building distribution lookup tables where the final sample fell short of the max input time. As sampling is done only over this range, under constant interpolation the final value was never actually sampled and so cut from the final optimized LUT. #tests constant interpolation now works. #jira UE-45614 Change 3482965 by Yujiang.Wang Some quality of life changes for UE-42757 * The UV overlay in static mesh editor now has a darker background * Selected edges are getting highlighted and bolder * When some edges are selected others turn grey #jira UE-42757 Change 3483014 by David.Hill Change labels on bloom boost from x,y,z to min, max, mult. #jira UE-43904 a PropertyRedirect in BaseEngine.ini allows this to work with older version. Change 3484573 by Yujiang.Wang Fix for shadow color not updated after light build when a texture is changed and reimported * Bug caused by counter-intuitive design of UMaterial::GetReferencedFunctionIds and UMaterial::GetReferencedParameterCollectionIds, both of which will reset the OutIds parameter * Renamed to AppendReferencedFunctionIdsTo and AppendReferencedParameterCollectionIdsTo, the resets are removed #jira UE-45647 Change 3484969 by Yujiang.Wang Fix for UE-39929 inconsistent type between C++ and shader code * MeshDistanceFieldCasterIndices is declared as Buffer<uint> in CapsuleShadowShaders.usf, while created as PF_R32_SINT in CapsuleShadowRendering.cpp * Changed PF_R32_SINT to PF_R32_UINT in CapsuleShadowRendering.cpp #jira UE-39929 Change 3485012 by Yujiang.Wang Fix for UE-39929 #2: Changed int32 to uint32 to match PF_R32_UINT #jira UE-39929 Change 3485146 by Guillaume.Abadie Destroyes scene capture's view states on the UnRegister, to avoid large memory usage cause by the ViewState's render targets when moving blueprints arround. #jira UE-43455 Change 3486602 by Joe.Conley Adding "texcoord" keyword to UMaterialExpressionTextureCoordinate so you can search for the name that is displayed on the node in the graph. Change 3487471 by Yujiang.Wang Github #3659: Improved performance of DumpUnbuiltLightInteractions * Replaced TArrays with TSets #jira UE-45783 Change 3487641 by Guillaume.Abadie Fixes some shader file name casing issues in LPV. Change 3488014 by Uriel.Doyon New AllowAsyncLoading flag for UTexture::CachePlatformData(). It allows to load the source texture data in the async task if the source bulk data was not yet loaded. Data loaded that way is not sharable between tasks and will be discarded. This is required because updating the source data is not thread safe. #jira UERNDR-190 #jira UE-33401 Change 3488249 by Uriel.Doyon Fixed long stall in UpdateResourceStreaming() caused by Actor.GetComponents() not resetting the number of actors anymore. Fixed inconsistent results in ALODActor::HasValidSubActors() caused by the same change. #jira UE-46004 Change 3490228 by Mark.Satterthwaite Fix the Nvidia driver bug with the old reversebits fallback function - you need to use the native reverse_bits intrinsic or use some uint(ushort()) casts to get the compiler to do the right thing, which means injecting the reverse_bits function in MetalBackend not the HLSL (as it has no such type). #jira UE-46067 Change 3490538 by Arne.Schober Back out changelist 3488249 #RB none Change 3490551 by Arne.Schober Back out changelist 3488249 #RB none Change 3491828 by Guillaume.Abadie Fixes another USf file reference casing issue in C++. Change 3491924 by Yujiang.Wang Fix for UE-43302 Crash when entering the DebugCreatePlayer console command with planar reflections in the level * Crash caused by check(Views.Num() <= 2); in SceneCaptureRendering.cpp * We still want to support at most 2 views for performance, but now instead of crash the planar reflections in additional views will simply turn black #jira UE-43302 Change 3492359 by Guillaume.Abadie Fixes non editor launches, failing in FGenericPlatformProcess::AddShaderSourceDirectoryMapping(). Change 3492367 by Marc.Olano Change Sobol texture size to 32x16, tweak distribution Change 3492599 by Marcus.Wassmer PR #3669: -Fix logmessages ParticleModules_Location.cpp (Contributed by UpwindSpring01) Change 3493473 by Uriel.Doyon Back out changelist 3490538 Change 3493590 by Uriel.Doyon Back out changelist 3490551 Fixed missing #pragma once Change 3493911 by Marcus.Wassmer Fix potential GPU crash/hang caused by out of bound subresource updates. Added checks at cross-platform level to catch any instance earlier. Change 3494139 by Uriel.Doyon Fixed shadow variable issue on UE4Editor Linux. Change 3494364 by Richard.Wallis Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms - Part 2: Remove some more areas and fixes for previous attempt. Also removed OpenGL based GPU performance checks in EditorEngine.cpp - assuming that any GPU that can run Metal is currently OK for UE4. OpenGL left in the following areas: - OpenGLShaderCompiler - StandaloneRenderer The following files need to be reviewed in conjunction with CL 3471116 as there were some logic errors made: - OpenGLTexture.cpp #jira UE-39108 Change 3494413 by Guillaume.Abadie Updates r.InvalidateCachedShader and bump ShaderVersion.ush. Change 3494422 by Guillaume.Abadie Adds LensDistortion plugin's Private shader directory. Change 3494717 by Guillaume.Abadie Strengthens shader compiler with checks on generated file names and shader type file names. Change 3494763 by Guillaume.Abadie Removes a nolonger standing TODO in GlobalBeginCompileShader() that was automatically adding /Engine/ prefix to all relative virtual shader source file path. Change 3494985 by Rolando.Caloca DR - Integrate Vulkan Rewrite Change 3495031 by Rolando.Caloca DR - Delete file as it moved Change 3495032 by Rolando.Caloca DR - Show Vulkan SM5 instead of SM4 on windows packaging - Also added support for Vulkan SM5_UB Change 3495202 by Uriel.Doyon Fixed static analysis warning with pointer dereferencing. Change 3495342 by Rolando.Caloca DR - clang compile fix Change 3495354 by Rolando.Caloca DR - clang compile fixes Change 3495420 by Marc.Olano Use Sobol sampling for PCSS Change 3495799 by Rolando.Caloca DR - Delete old dev assets Change 3496202 by Mark.Satterthwaite Switch to using actual Vector*Matrix intrinsic for Metal to avoid a problem whereby the Metal compiler reorders operations in such a way that it loses precision and ends up being different between pre-pass and base-pass. #jira UE-46070 Change 3496253 by Uriel.Doyon Fixed static analysis warning for IncludeTool Change 3496631 by Guillaume.Abadie Makes AScreenshotFunctionalTest::ScreenshotOptions blueprint readable. Change 3496851 by Guillaume.Abadie Fixes back slash issues in Platform.usf. Change 3496852 by Guillaume.Abadie Fixes other back slashes includes in PS4 specific usf files. Change 3496941 by Guillaume.Abadie Adds a check() for no backslash in virtual shader file paths. Change 3497661 by Guillaume.Abadie Lets FLensDistortionCameraModel::GetUndistortOverscanFactor() early return 1.0 if the camera model is does an identity transform. Change 3497969 by Richard.Wallis Fix for start Up Movies Are not Playing for iOS Devices. Handle case when movie is loading aysnc in background - need to wait for state changes otherwise it skips intermediate movies. - Tested on iOS and Mac. #jira UE-39585 Change 3498035 by Guillaume.Abadie Polishes //Engine/Plugins/Compositing/LensDistortion/Shaders/Private/UVGeneration.usf from debuging artifacts. Change 3498101 by Rolando.Caloca DR - Compile fix Change 3498254 by Guillaume.Abadie Exposes comparing FLensDistortionCameraModel to blueprint with == and != operator nodes for cross frame uv displacement map caching. Change 3498264 by Guillaume.Abadie Integrate 3267269: Implements SceneCaptureComponent2D::bCameraCutThisFrame Change 3498371 by Yujiang.Wang Fix for UE-46149 Planar Reflections display screenspace info when viewports are >2 * Prevent planar reflections being rendered when ViewIndex >= GMaxPlanarReflectionViews * Now planar reflections in >2 viewports will fallback to other reflection methods (SSR, reflection captures) #jira UE-46149 Change 3498409 by Rolando.Caloca DR - Swap resolves Change 3498410 by Guillaume.Abadie Adds support for opacity output alpha for post process material when doing a draw material to render target. Change 3498705 by Rolando.Caloca DR - Add UID for debugging mem allocations Change 3498759 by Marcus.Wassmer No post processing in vertexcolor view mode #jira UE-44704 Change 3498891 by Rolando.Caloca DR - Minor Vulkan per frame allocator refactor in prep for changes Change 3499206 by Rolando.Caloca DR - Fix temp frame allocator OOM on Vulkan #jira UE-45913 Change 3499319 by Rolando.Caloca DR - Vulkan support for StorageBuffer Change 3499339 by Rolando.Caloca DR - Remove deprecated typedef Change 3499400 by Rolando.Caloca DR - Remove some RHICmdList deprecated functions Change 3499422 by Rolando.Caloca DR - Allow buffer transitions inside render passes Change 3500370 by Rolando.Caloca DR - Compile fix Change 3500474 by Rolando.Caloca DR - Fix static analysis Change 3500517 by Guillaume.Abadie Exposes r.PostProcessing.PropagateAlpha to the renderer settings. Change 3500537 by Guillaume.Abadie Fixes a bug where scene capture WorldToView matrix would get scale != 1 when scaling the scene capture actor in the world. #jira UE-39389 Change 3501069 by Mark.Satterthwaite Bring back temporary 4.16 fix for iOS 9 (CL #3425995) into Dev-Rendering for 4.17 as a real fix will need to wait for 4.18. temporary fix for skewed textures on IOS 9 #jira UE-44468 Change 3501164 by Michael.Lentine PR #3402: UE-43131: Format argument count not equal to actual arguments (Contributed by projectgheist) Change 3501222 by Benjamin.Hyder Checking in Tm_SobolNoise map Change 3501612 by zachary.wilson Adding testing content for RTDF shadows on planar reflections Change 3501708 by Guillaume.Abadie Break FPostProcessSettings into smallers structs. Change 3501830 by Olaf.Piesche #jira UE-39628; using fix proposed in UDN, will investigate further Change 3501954 by Marcus.Wassmer Duplicate 3480903 Light culling safety measures. Change 3502032 by Mark.Satterthwaite Fix generation of Metal precompiled headers for the bytecode compiler when using Xcode 9. Change 3502118 by Uriel.Doyon Fixed shader compilation issues. Change 3502191 by Guillaume.Abadie Implements Composure plugin to make compositing in UE4 easier. Change 3502192 by Guillaume.Abadie Implements Composure feature testing in EngineTests Change 3502196 by Guillaume.Abadie Creates a dependency of Composure plugin over LensDistortion plugin. Change 3502213 by Arciel.Rekman Fix for loading shaders on Linux (UE-46276). Change 3502243 by Brian.Karis Bent normal map support. Multibounce AO. Spherical Gaussian based specular occlusion. Change 3502506 by Guillaume.Abadie Fixes compilation failure in Composure with unity build. Change 3502507 by Guillaume.Abadie Fixes composure Set Pass with Render Target blueprint helper. Change 3502510 by Guillaume.Abadie Attempts to fix ComposureUtils.cpp compile errors. Change 3502515 by Guillaume.Abadie Some other composure failure fixes. Change 3502545 by Guillaume.Abadie Fixes some unity build related error in Composure. Change 3502548 by Guillaume.Abadie Fixes last missing includes in ComposurePostProcessPass.cpp Change 3502672 by Guillaume.Abadie Fixes linux warning in Composure. Change 3502790 by Ryan.Brucks float4 PseudoVolumeTexture: Fixed frame layout being a float instead of float2. Now works correctly with non-square frame layouts. Only called in custom nodes and calling with a float still functions properly so no old content will break. Change 3502836 by Guillaume.Abadie Propagates scene capture engine showflag changes from blueprint editor to the blueprint instances. #jira UE-6810 Change 3503096 by Guillaume.Abadie Resave a unversioned asset. Change 3503228 by Yujiang.Wang Fix for UE-45646 Dynamic Light placed inside of a Dynamic Static Mesh doesn't pass through the geometry * Bug caused by bReflectiveShadowmap not being passed into SetViewFlagsForShadowPass * Replaced the true with bReflectiveShadowmap #jira UE-45646 Change 3503284 by Rolando.Caloca DR - Fixed initial clear on rendertargets - Added support for r.Vulkan.EnableValidation 1, 2, 3 & 4 - Dump the vulkan log into VS output log - Added validation for layouts when using dump log Change 3503545 by Arciel.Rekman Fix black UI on Linux (UE-46333) - Rebuilt hlslcc with clang 3.7.0. Whatever issues we're running in with newer clangs still seem to persist. #jira UE-46333 Change 3503638 by Daniel.Wright [Copy] Changed DynamicBentNormalAO back to fp16, as PF_FloatR11G11B10 was not enough precision and introduced banding Change 3503787 by Marcus.Wassmer Fix difference between gpu/cpu morph target application Change 3503902 by Marcus.Wassmer Roll back TAA refactor until we have time to look into the bad interaction with DOF. Change 3503953 by Arne.Schober DR - UE-46319 - borked Reflections: The resource transition needs to be in this weired place for PS4 and switch until we teach the interface to know about subresources. #RB Marcus.Wassmer Change 3504131 by Rolando.Caloca DR - Maintain a cache of pipeline and descriptor set layouts - Fix marker dump Change 3504462 by Guillaume.Abadie Fixes an assertion failure that was failing because compute light grid was not done, but the shader used where not necessarily using compute light grid results. #jira UE-46277 Change 3504779 by Chris.Bunner Potential static analysis fix. #jira UE-46360 Change 3504950 by Marc.Olano Allow Sobol material nodes & textures only if feature level is at least ES3.1 #jira UE-46334 #jira UE-46317 Change 3505035 by Daniel.Wright Increased MaxSearchCount in GetShaderIncludes. The previous limit of 20 is now getting hit in BasePassPixelShader.usf, causing compiles to fail erroneously. Change 3505386 by Daniel.Wright GetShaderIncludes handles infinite recursion gracefully, needed by Metal causing BasePassTessellation.usf to include BasePassVertexShader.usf Change 3505491 by Rolando.Caloca DR - Fix crash on first frame of particles on modern APIs Change 3505557 by Chris.Bunner [Duplicate] Workaround for outdated shader map crash. #jira UE-46061 Change 3506071 by Rolando.Caloca DR - Vulkan fixes - Fix copy out of bounds reading textures to CPU - Defer event deletion - Split validation for errors and warnings - Skip validation error about attachment not used Change 3506698 by Guillaume.Abadie Fixes Composure alpha channel clobering and performance regression in bloom and tonemapper passes caused by scene capture API compatibility breakage brought by Fortnite merge. Change 3506797 by Rolando.Caloca DR - Fix static analysis #jira UE-46428 Change 3506861 by Rolando.Caloca DR - Fix crash due to layering violation #jira UE-46424 #jira UE-46431 Change 3508098 by Rolando.Caloca DR - Fix for Vulkan ES31 crash - Fix for AMD ensure Change 3508123 by Rolando.Caloca DR - Disable occlusion queries on Vulkan to avoid flickering - Fix for bad HZB & cube mips on Vulkan (now using RHIGenerateMips) - Fix for decal blending #jira UE-46376 Change 3509064 by Uriel.Doyon Changing the logic arround generating an error when HasHadBulkDataCleared() so that it only triggers if the DDC are not found. #jira UE-46427 Change 3509854 by Marc.Olano Fix 2D Sobol gray code numbers. Just changes some numbers in initialization tables, so no effect on existing tests or content. Change 3509920 by Marcus.Wassmer Fix LPV fastvram ensure Change 3509937 by Rolando.Caloca DR - Fix crash due to deleted viewport #jira UE-46281 Change 3509988 by Marcus.Wassmer Roll back part of Sobol fix to avoid full shader recompile for integration. Change 3510255 by Rolando.Caloca DR - Fix popup window ensure #jira UE-46511 Change 3510646 by Marcus.Wassmer fix ios compiles Change 3511442 by Rolando.Caloca DR - Change mesh simplification check to ensure/checkslow to unblock #jira UE-46538 DONE! XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX CHANGES WITH MULTIPLE PLATFORMS!!! YOU MUST COPY THESE INTO THE OTHER ONES AS MAKES SENSE!! XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Change 3467095 by Guillaume.Abadie Nukes all += TEXT(".usf") #jira UE-45530 Change 3475084 by Guillaume.Abadie Fixes compilation failure of the shader compiler on PS4 and XboxOne Change 3477464 by Guillaume.Abadie Fixes dumpshaderinfo that generate unecessary sub directory, breaking shell scripts. Change 3494395 by Guillaume.Abadie Moves all engine shader files into Public and Private directory, and introduce the .ush extensions for header file that do not contains entry points. DONE! [CL 3511602 by Marcus Wassmer in Main branch]
2017-06-27 11:38:28 -04:00
if(!P4.Changes(out ChangeRecords, String.Format("-m 1 //{0}/....cpp@<{1} //{0}/....h@<{1} //{0}/....cs@<{1} //{0}/....usf@<{1} //{0}/....ush@<{1}", P4Env.Client, P4Env.Changelist), WithClient: true))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
throw new AutomationException("Couldn't enumerate latest change from branch");
}
return ChangeRecords.Max(x => x.CL);
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2826201 on 2016/01/13 by Zabir.Hoque Add more verbose logging to try to understand #OR-11297 #lockdown Andrew.Grant #CodeReview Marcus.Wassmer #RB none #TESTS compiled Win64 debug editor, ran agora_p Change 2826170 on 2016/01/13 by Marcus.Wassmer Flush unloaded resource properly in LoadMap #codereview Gil.Gribb #rb none #test cycling game. memory is freed properly now. #lockdown Andrew.Grant Change 2826135 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General Change 2826131 on 2016/01/12 by Michael.Noland #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General Change 2826128 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main Change 2826116 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... #lockdown andrew.grant #codereview josh.markiewicz Change 2825772 on 2016/01/12 by Dmitry.Rekman Linux signal handling improvements. - Switch crash handlers to use "crash malloc" (preallocated memory) on crash. - Remove unnecessary memory allocations from graceful termination handler. #rb none #tests Run the Linux server and crashed it a few times. #codereview David.Vossel, Michael.Trepka Change 2825768 on 2016/01/12 by Josh.Markiewicz #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Change 2825703 on 2016/01/12 by Brian.Karis Switched on new motion blur. Set temporal AA sharpness to 1. #rb none #TESTS editor Change 2825689 on 2016/01/12 by Lina.Halper Fix for get animation notify crash https://jira.ol.epicgames.net/browse/OR-12248 https://jira.ol.epicgames.net/browse/OR-12348 - Also fixed the crash in preview of persona due to blend sample cache contains previous animation data - Also fixed blend space player to reinitialize cache data - The main issue is marker doesn't clamp the length, causing notifies ensure to trigger. #rb : Laurent.Delayen #tests: 10 Sparrows bot match for long time #code review: Martin.Wilson #lockdown: Andrew.Grant Change 2825680 on 2016/01/12 by Martin.Mittring fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading) #rb:Olaf.Piesche, David.Hill #test: PC, many cases Change 2825579 on 2016/01/12 by Chris.Bunner Force shadow shape bone indices on the required update list. #rb Lina.Halper, Rolando.Caloca #tests Editor #codereview Daniel.Wright #jira OR-12339 Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
private void CreateChangelist(ProjectParams Params)
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
LogInformation("Running Step:- RebuildLightMaps::CheckOutMaps");
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
// Setup a P4 Cl we will use to submit the new lightmaps
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2826201 on 2016/01/13 by Zabir.Hoque Add more verbose logging to try to understand #OR-11297 #lockdown Andrew.Grant #CodeReview Marcus.Wassmer #RB none #TESTS compiled Win64 debug editor, ran agora_p Change 2826170 on 2016/01/13 by Marcus.Wassmer Flush unloaded resource properly in LoadMap #codereview Gil.Gribb #rb none #test cycling game. memory is freed properly now. #lockdown Andrew.Grant Change 2826135 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General Change 2826131 on 2016/01/12 by Michael.Noland #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General Change 2826128 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main Change 2826116 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... #lockdown andrew.grant #codereview josh.markiewicz Change 2825772 on 2016/01/12 by Dmitry.Rekman Linux signal handling improvements. - Switch crash handlers to use "crash malloc" (preallocated memory) on crash. - Remove unnecessary memory allocations from graceful termination handler. #rb none #tests Run the Linux server and crashed it a few times. #codereview David.Vossel, Michael.Trepka Change 2825768 on 2016/01/12 by Josh.Markiewicz #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Change 2825703 on 2016/01/12 by Brian.Karis Switched on new motion blur. Set temporal AA sharpness to 1. #rb none #TESTS editor Change 2825689 on 2016/01/12 by Lina.Halper Fix for get animation notify crash https://jira.ol.epicgames.net/browse/OR-12248 https://jira.ol.epicgames.net/browse/OR-12348 - Also fixed the crash in preview of persona due to blend sample cache contains previous animation data - Also fixed blend space player to reinitialize cache data - The main issue is marker doesn't clamp the length, causing notifies ensure to trigger. #rb : Laurent.Delayen #tests: 10 Sparrows bot match for long time #code review: Martin.Wilson #lockdown: Andrew.Grant Change 2825680 on 2016/01/12 by Martin.Mittring fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading) #rb:Olaf.Piesche, David.Hill #test: PC, many cases Change 2825579 on 2016/01/12 by Chris.Bunner Force shadow shape bone indices on the required update list. #rb Lina.Halper, Rolando.Caloca #tests Editor #codereview Daniel.Wright #jira OR-12339 Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
WorkingCL = P4.CreateChange(P4Env.Client, String.Format("{0} rebuilding lightmaps from changelist {1}\n#rb None\n#tests None", Params.ShortProjectName, P4Env.Changelist));
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
LogInformation("Working in {0}", WorkingCL);
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
}
private void RunRebuildLightmapsCommandlet(ProjectParams Params)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
LogInformation("Running Step:- RebuildLightMaps::RunRebuildLightmapsCommandlet");
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
// Find the commandlet binary
string UE4EditorExe = HostPlatform.Current.GetUE4ExePath(Params.UE4Exe);
if (!FileExists(UE4EditorExe))
{
LogError("Missing " + UE4EditorExe + " executable. Needs to be built first.");
throw new AutomationException("Missing " + UE4EditorExe + " executable. Needs to be built first.");
}
// Now let's rebuild lightmaps for the project
try
{
var CommandletParams = IsBuildMachine ? "-unattended -buildmachine -fileopenlog" : "-fileopenlog";
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2826201 on 2016/01/13 by Zabir.Hoque Add more verbose logging to try to understand #OR-11297 #lockdown Andrew.Grant #CodeReview Marcus.Wassmer #RB none #TESTS compiled Win64 debug editor, ran agora_p Change 2826170 on 2016/01/13 by Marcus.Wassmer Flush unloaded resource properly in LoadMap #codereview Gil.Gribb #rb none #test cycling game. memory is freed properly now. #lockdown Andrew.Grant Change 2826135 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General Change 2826131 on 2016/01/12 by Michael.Noland #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General Change 2826128 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main Change 2826116 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... #lockdown andrew.grant #codereview josh.markiewicz Change 2825772 on 2016/01/12 by Dmitry.Rekman Linux signal handling improvements. - Switch crash handlers to use "crash malloc" (preallocated memory) on crash. - Remove unnecessary memory allocations from graceful termination handler. #rb none #tests Run the Linux server and crashed it a few times. #codereview David.Vossel, Michael.Trepka Change 2825768 on 2016/01/12 by Josh.Markiewicz #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Change 2825703 on 2016/01/12 by Brian.Karis Switched on new motion blur. Set temporal AA sharpness to 1. #rb none #TESTS editor Change 2825689 on 2016/01/12 by Lina.Halper Fix for get animation notify crash https://jira.ol.epicgames.net/browse/OR-12248 https://jira.ol.epicgames.net/browse/OR-12348 - Also fixed the crash in preview of persona due to blend sample cache contains previous animation data - Also fixed blend space player to reinitialize cache data - The main issue is marker doesn't clamp the length, causing notifies ensure to trigger. #rb : Laurent.Delayen #tests: 10 Sparrows bot match for long time #code review: Martin.Wilson #lockdown: Andrew.Grant Change 2825680 on 2016/01/12 by Martin.Mittring fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading) #rb:Olaf.Piesche, David.Hill #test: PC, many cases Change 2825579 on 2016/01/12 by Chris.Bunner Force shadow shape bone indices on the required update list. #rb Lina.Halper, Rolando.Caloca #tests Editor #codereview Daniel.Wright #jira OR-12339 Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
CommandletParams += " -AutoCheckOutPackages";
if (P4Enabled)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3550452 by Ben.Marsh UAT: Improve readability of error message when an editor commandlet fails with an error code. Change 3551179 by Ben.Marsh Add methods for reading text files into an array of strings. Change 3551260 by Ben.Marsh Core: Change FFileHelper routines to use enum classes for flags. Change 3555697 by Gil.Gribb Fixed a rare crash when the asset registry scanner found old cooked files with package level compression. #jira UE-47668 Change 3556464 by Ben.Marsh UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files. Change 3557630 by Ben.Marsh Allow the network version to be set via Build.version if it's not overriden from Version.h. Change 3561357 by Gil.Gribb Fixed crashes related to loading old unversioned files in the editor. #jira UE-47806 Change 3565711 by Graeme.Thornton PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx) Change 3565864 by Robert.Manuszewski Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object. Change 3569022 by Ben.Marsh PR #3849: Update gitignore (Contributed by mhutch) Change 3569113 by Ben.Marsh Fix Japanese errors not displaying correctly in the cook output log. #jira UE-47746 Change 3569486 by Ben.Marsh UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set. Change 3570483 by Graeme.Thornton Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors Change 3570513 by Robert.Manuszewski Fix for a race condition with async loading thread enabled. Change 3570664 by Ben.Marsh UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core. Change 3570708 by Robert.Manuszewski Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running. Change 3571592 by Ben.Marsh UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available. Change 3572215 by Graeme.Thornton UBT - Remove some unnecessary using directives - Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself Change 3572437 by Robert.Manuszewski Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects. #jira UE-44996 Change 3572480 by Robert.Manuszewski MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long Change 3573547 by Ben.Marsh Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line. Change 3574562 by Robert.Manuszewski PR #3847: Add GC callbacks for script integrations (Contributed by mhutch) Change 3575017 by Ben.Marsh Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core. Change 3575689 by Ben.Marsh Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds. Change 3575934 by Steve.Robb Fix for nested preprocessor definitions. Change 3575961 by Steve.Robb Fix for nested zeros. Change 3576297 by Robert.Manuszewski Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread. #jira FORT-38977 Change 3576366 by Ben.Marsh Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated. Change 3578290 by Graeme.Thornton Changes to Ionic zip library to allow building on dot net core Change 3578291 by Graeme.Thornton Ionic zip library binaries built for .NET Core Change 3578354 by Graeme.Thornton Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string Change 3578674 by Robert.Manuszewski After loading packages flush linker cache on uncooked platforms to free precache memory Change 3579068 by Steve.Robb Fix for CLASS_Intrinsic getting stomped. Fix to EClassFlags so that they are visible in the debugger. Re-added mysteriously-removed comments. Change 3579228 by Steve.Robb BOM removed. Change 3579297 by Ben.Marsh Fix exception if a plugin lists the same module twice. #jira UE-48232 Change 3579898 by Robert.Manuszewski When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert. Change 3579983 by Robert.Manuszewski More fixes for freeing linker cache memory in the editor. Change 3580012 by Graeme.Thornton Remove redundant copy of FileReference.cs Change 3580408 by Ben.Marsh Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect. Change 3582104 by Graeme.Thornton Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path. Change 3582131 by Graeme.Thornton #define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway. Change 3582645 by Ben.Marsh PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola) #jira UE-48192 Change 3583955 by Robert.Manuszewski Support for EDL cooked packages in the editor Change 3584035 by Graeme.Thornton Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly. Change 3584177 by Robert.Manuszewski Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached) Change 3584315 by Ben.Marsh Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class. Change 3584370 by Ben.Marsh Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes. Change 3584498 by Ben.Marsh Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes. Change 3585003 by Steve.Robb Fix for TChunkedArray ranged-for iteration. #jira UE-48297 Change 3585235 by Ben.Marsh Remove LogEngine extern from Core; use the platform log channels instead. Change 3585942 by Ben.Marsh Move MessageBoxExt() implementation into application layer for platforms that require it. Change 3587071 by Ben.Marsh Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL. Change 3587161 by Ben.Marsh Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h. Change 3587579 by Steve.Robb Fix for Children list not being rebuilt after hot reload. Change 3587584 by Graeme.Thornton Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again Change 3587586 by Graeme.Thornton Changes to make UBT build and run on .NET Core - Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups - VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use - After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects Change 3587953 by Steve.Robb Allow arbitrary UENUM initializers for enumerators. Editor-only data UENUM support. Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated. #jira UE-46274 Change 3589827 by Graeme.Thornton More fixes for VSCode project generation and for UBT running on .NET Core - Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts - UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel - Added documentation for UEConsoleTraceListener - All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files - Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose" - Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff Change 3589868 by Graeme.Thornton Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures. UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases Change 3589919 by Robert.Manuszewski Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor) Change 3589940 by Graeme.Thornton Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths. Change 3590078 by Graeme.Thornton Fully disable automatic assembly info generation in .NET Core projects Change 3590534 by Robert.Manuszewski Marking UObject as intrinsic clas to fix a crash on UFE startup. Change 3591498 by Gil.Gribb UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading. Change 3591605 by Gil.Gribb UE4 - Follow up to fixing several edge cases in the low level async loading code. Change 3592577 by Graeme.Thornton .NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates Change 3592684 by Steve.Robb Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush. Change 3592710 by Steve.Robb Fix for invalid casts in ListProps command. Some name changes in command output. Change 3592715 by Ben.Marsh Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default. Change 3592767 by Gil.Gribb UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules. Change 3592770 by Gil.Gribb UE4 - Fixed a race condition with async read completion in the prescence of cancels. Change 3593090 by Steve.Robb Better error message when there two clashing type names are found. Change 3593697 by Steve.Robb VisitTupleElements function, which calls a functor for each element in the tuple. Change 3595206 by Ben.Marsh Include additional diagnostics for missing imports when a module load fails. Change 3596140 by Graeme.Thornton Batch file for running MSBuild Change 3596267 by Steve.Robb Thread safety fix to FPaths::GetProjectFilePath(). Change 3596271 by Robert.Manuszewski Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor #jira UE-47535 Change 3596283 by Steve.Robb Redundant casts removed from UHT. Change 3596303 by Ben.Marsh EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window. Change 3596337 by Ben.Marsh UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio. Change 3596367 by Steve.Robb Iterator checks in ranged-for on TMap, TSet and TSparseArray. Change 3596410 by Gil.Gribb UE4 - Improved some error messages on runtime failures in the EDL. Change 3596532 by Ben.Marsh UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013. #jira UE-48119 Change 3596631 by Steve.Robb Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder. Change 3596807 by Ben.Marsh Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense. * UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables. * Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration. Change 3596957 by Steve.Robb UBT can be used to write out an .objsrcmap file for use with the MapFileParser. Renaming of ObjMap to ObjSrcMap in MapFileParser. Change 3597213 by Ben.Marsh Remove AutoReporter. We don't support this any more. Change 3597558 by Ben.Marsh UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax: +ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar") The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable. Change 3597982 by Ben.Marsh Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache). #jira UE-47173 Change 3598045 by Ben.Marsh UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI). Change 3599214 by Ben.Marsh Avoid string duplication when comparing extensions. Change 3600038 by Steve.Robb Fix for maps being modified during iteration in cache compaction. Change 3600136 by Steve.Robb GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool Change 3600214 by Steve.Robb More accurate error message when unsupported template parameters are provided in a TSet property. Change 3600232 by Ben.Marsh UBT: Force UHT to run again if the .build.cs file for a module has changed. #jira UE-46119 Change 3600246 by Steve.Robb GitHub #3045 : allow multiple interface definition in a file Change 3600645 by Ben.Marsh Convert QAGame to Include-What-You-Use. Change 3600897 by Ben.Marsh Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes. Change 3601558 by Graeme.Thornton Simple first pass VSCode editor integration plugin Change 3601658 by Graeme.Thornton Enable intellisense generation for VS Code project files and setup include paths properly Change 3601762 by Ben.Marsh UBT: Add support for adaptive non-unity builds when working from a Git repository. The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged. Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior: <SourceFileWorkingSet> <Provider>Default</Provider> <!-- May be None, Default, Git or Perforce --> <RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. --> <GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH --> </SourceFileWorkingSet> Change 3604032 by Graeme.Thornton First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows. Change 3604038 by Graeme.Thornton Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor. Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code. Change 3604106 by Steve.Robb GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro Change 3604192 by Steve.Robb GitHub #3911 : Improving ToUpper/ToLower efficiency Change 3604273 by Graeme.Thornton IWYU build fixes when malloc profiler is enabled Change 3605457 by Ben.Marsh Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it. Change 3606720 by James.Hopkin Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn. Change 3606807 by Graeme.Thornton Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741. Change 3607026 by James.Hopkin Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed Change 3607142 by Graeme.Thornton UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose. Change 3607146 by Ben.Marsh UGS: Fix exception due to formatting string when Perforce throws an error. Change 3607147 by Steve.Robb Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time. Float and double conversion support added to int properties. NAME_DoubleProperty added. Fix for converting enum class enumerators > 255 to int properties. Change 3607516 by Ben.Marsh PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames) Change 3610421 by Ben.Marsh UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help. Change 3610657 by Ben.Marsh UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables. Change 3611000 by Ben.Marsh UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument. Change 3612471 by Ben.Marsh UBT: Move FastJSON into DotNETUtilities. Change 3613479 by Ben.Marsh UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator. Change 3613910 by Ben.Marsh UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later. Change 3614075 by Ben.Marsh UBT: Remove hacks for testing project file attributes by name. Change 3614090 by Ben.Marsh UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary. Change 3614488 by Ben.Marsh UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled. Change 3614490 by Ben.Marsh UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself. Change 3614962 by Ben.Marsh UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers. Change 3615416 by Ben.Marsh EC: Include an icon showing the overall status of a build in the grid view. Change 3615713 by Ben.Marsh UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder. #jira UE-48987 Change 3616652 by Ben.Marsh Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project. #jira UE-49007 Change 3616680 by Ben.Marsh Add the CodeAPI-HTML.tgz file into the installed engine build. Change 3616767 by Ben.Marsh Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible. Change 3616864 by Ben.Marsh Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended. #jira UE-48711 Change 3619964 by Ben.Marsh UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables. Change 3548930 by Ben.Marsh UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction. Change 3558056 by Ben.Marsh Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()). Change 3563309 by Graeme.Thornton Moved some common C# classes into the DotNETCommon assembly Change 3570283 by Graeme.Thornton Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore Change 3572811 by Ben.Marsh UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables). Change 3573397 by Ben.Marsh UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS. Change 3575659 by Ben.Marsh Remove CHM API documentation. Change 3582103 by Graeme.Thornton Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core Removed reference to System.Windows.Form from UBT. Change 3584113 by Ben.Marsh Move key-mapping functionality into the InputCore module. Change 3584278 by Ben.Marsh Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc. Change 3584453 by Ben.Marsh Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms. Change 3585301 by Ben.Marsh Move PlatformPostInit() into an FPlatformApplicationMisc function. Change 3587050 by Ben.Marsh Move IsThisApplicationForeground() into FPlatformApplicationMisc. Change 3587059 by Ben.Marsh Move RequiresVirtualKeyboard() into FPlatformApplicationMisc. Change 3587119 by Ben.Marsh Move GetAbsoluteLogFilename() into FPlatformMisc. Change 3587800 by Steve.Robb Fixes to container visualizers for types whose pointer type isn't simply Type*. Change 3588393 by Ben.Marsh Move platform output devices into their own headers. Change 3588868 by Ben.Marsh Move creation of console, error and warning output devices int PlatformApplicationMisc. Change 3589879 by Graeme.Thornton All automation projects now have a reference to DotNETUtilities Fixed a build error in the WEX automation library Change 3590034 by Ben.Marsh Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac). Change 3593754 by Steve.Robb Fix for tuple debugger visualization. Change 3597208 by Ben.Marsh Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees. Change 3600163 by Ben.Marsh UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned. #jira UE-46725 Change 3604279 by Graeme.Thornton Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects Change 3606685 by James.Hopkin Removed redundant 'Cast's (casting to either the same type or a base). In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass. Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp. Change 3610950 by Ben.Marsh UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic. Change 3610991 by Ben.Marsh UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line. Change 3612342 by Ben.Marsh UBT: Change JsonObject.Read() to take a FileReference parameter. Change 3612362 by Ben.Marsh UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects. Change 3619128 by Ben.Marsh Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures. [CL 3620189 by Ben Marsh in Main branch]
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CommandletParams += String.Format(" -SCCProvider={0} -P4Port={1} -P4User={2} -P4Client={3} -P4Changelist={4} -P4Passwd={5}", "Perforce", P4Env.ServerAndPort, P4Env.User, P4Env.Client, WorkingCL.ToString(), P4.GetAuthenticationToken());
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2826201 on 2016/01/13 by Zabir.Hoque Add more verbose logging to try to understand #OR-11297 #lockdown Andrew.Grant #CodeReview Marcus.Wassmer #RB none #TESTS compiled Win64 debug editor, ran agora_p Change 2826170 on 2016/01/13 by Marcus.Wassmer Flush unloaded resource properly in LoadMap #codereview Gil.Gribb #rb none #test cycling game. memory is freed properly now. #lockdown Andrew.Grant Change 2826135 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General Change 2826131 on 2016/01/12 by Michael.Noland #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General Change 2826128 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main Change 2826116 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... #lockdown andrew.grant #codereview josh.markiewicz Change 2825772 on 2016/01/12 by Dmitry.Rekman Linux signal handling improvements. - Switch crash handlers to use "crash malloc" (preallocated memory) on crash. - Remove unnecessary memory allocations from graceful termination handler. #rb none #tests Run the Linux server and crashed it a few times. #codereview David.Vossel, Michael.Trepka Change 2825768 on 2016/01/12 by Josh.Markiewicz #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Change 2825703 on 2016/01/12 by Brian.Karis Switched on new motion blur. Set temporal AA sharpness to 1. #rb none #TESTS editor Change 2825689 on 2016/01/12 by Lina.Halper Fix for get animation notify crash https://jira.ol.epicgames.net/browse/OR-12248 https://jira.ol.epicgames.net/browse/OR-12348 - Also fixed the crash in preview of persona due to blend sample cache contains previous animation data - Also fixed blend space player to reinitialize cache data - The main issue is marker doesn't clamp the length, causing notifies ensure to trigger. #rb : Laurent.Delayen #tests: 10 Sparrows bot match for long time #code review: Martin.Wilson #lockdown: Andrew.Grant Change 2825680 on 2016/01/12 by Martin.Mittring fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading) #rb:Olaf.Piesche, David.Hill #test: PC, many cases Change 2825579 on 2016/01/12 by Chris.Bunner Force shadow shape bone indices on the required update list. #rb Lina.Halper, Rolando.Caloca #tests Editor #codereview Daniel.Wright #jira OR-12339 Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
}
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
RebuildLightMapsCommandlet(Params.RawProjectPath, Params.UE4Exe, Params.MapsToRebuildLightMaps.ToArray(), CommandletParams);
}
catch (Exception Ex)
{
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
string FinalLogLines = "No log file found";
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
CommandletException AEx = Ex as CommandletException;
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
if ( AEx != null )
{
string LogFile = AEx.LogFileName;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
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Tools.DotNETCommon.Log.TraceWarning("Attempting to load file {0}", LogFile);
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
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Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
Tools.DotNETCommon.Log.TraceWarning("Attempting to read file {0}", LogFile);
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
try
{
string[] AllLogFile = ReadAllLines(LogFile);
FinalLogLines = "Important log entries\n";
foreach (string LogLine in AllLogFile)
{
Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //UE4/Orion-Staging @ 3134206) #lockdown Nick.Penwarden #rb none #codereview Andrew.Grant ========================== MAJOR FEATURES + CHANGES ========================== Change 2845744 on 2016/01/27 by Andrew.Grant Merging from //Orion/Dev-General @ 2845681 Change 2849210 on 2016/01/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2854307 on 2016/02/03 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2880059 on 2016/02/24 by Andrew.Grant Merging //Orion/Dev-General @ 2879808 Change 2891205 on 2016/03/02 by Andrew.Grant Merging //Orion/Dev-General @ 2889885 Change 2904080 on 2016/03/10 by Andrew.Grant Merging using //Orion/Dev-General @ 2902652 Change 2950235 on 2016/04/20 by Andrew.Grant Automerged files from Dev-General Change 2976227 on 2016/05/12 by Andrew.Grant Autoresolved files from using //Orion/Dev-General Change 3016193 on 2016/06/16 by Andrew.Grant Merging //Orion/Dev-General @ 3015761 Change 3033336 on 2016/06/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3037514 on 2016/07/05 by Andrew.Grant Merging from //Orion/Dev-General @ 3037465 Change 3091216 on 2016/08/16 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3107127 on 2016/08/30 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3129090 on 2016/09/16 by Andrew.Grant Autoresolved files from Dev-Gen @ 3130045 Change 3130536 on 2016/09/19 by Andrew.Grant To Resolve Change 3130537 on 2016/09/19 by Andrew.Grant Tricky merges? Change 3130810 on 2016/09/19 by Andrew.Grant Merging from //Orion/Dev-General @ 3130045 Change 3130880 on 2016/09/19 by Andrew.Grant Blueprint fix Change 3131009 on 2016/09/19 by Andrew.Grant removed spammy warning Change 3131216 on 2016/09/19 by Andrew.Grant Content fixes for Orion-Staging Change 3131700 on 2016/09/19 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) Change 3132144 on 2016/09/20 by Andrew.Grant Merging test framework work from Dev-General Change 3132154 on 2016/09/20 by Andrew.Grant Fix for linux client Change 3132179 on 2016/09/20 by Andrew.Grant Fixed breakages due to latest //UE4/Main Change 3132948 on 2016/09/20 by Andrew.Grant Fix for UE-36216 (replicating 3125764 from ForniteMain) Change 3133103 on 2016/09/20 by Andrew.Grant Added EpicCMSUIFramework and CommonUI to Fortnite plugin Change 3133327 on 2016/09/20 by Andrew.Grant Orion automation improvements Change 3133555 on 2016/09/20 by Andrew.Grant FIx for UE-36226 Change 3133996 on 2016/09/21 by Andrew.Grant REbuilt texture streaming Change 3134204 on 2016/09/21 by Andrew.Grant Merging audio files from Orion with correct compression settings Change 3134205 on 2016/09/21 by Andrew.Grant Fix for gameplay tag ordering from Orion, and fix for soak test report numbers Change 3134206 on 2016/09/21 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) [CL 3135156 by Marc Audy in Main branch]
2016-09-21 18:16:12 -04:00
if (LogLine.Contains("[REPORT]") || LogLine.Contains("Error:"))
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
{
FinalLogLines += LogLine + "\n";
}
}
}
catch (Exception)
{
// we don't care about this because if this is hit then there is no log file the exception probably has more info
LogError("Could not find log file " + LogFile);
}
}
}
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
// Something went wrong with the commandlet. Abandon this run, don't check in any updated files, etc.
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2826201 on 2016/01/13 by Zabir.Hoque Add more verbose logging to try to understand #OR-11297 #lockdown Andrew.Grant #CodeReview Marcus.Wassmer #RB none #TESTS compiled Win64 debug editor, ran agora_p Change 2826170 on 2016/01/13 by Marcus.Wassmer Flush unloaded resource properly in LoadMap #codereview Gil.Gribb #rb none #test cycling game. memory is freed properly now. #lockdown Andrew.Grant Change 2826135 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General Change 2826131 on 2016/01/12 by Michael.Noland #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General Change 2826128 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main Change 2826116 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... #lockdown andrew.grant #codereview josh.markiewicz Change 2825772 on 2016/01/12 by Dmitry.Rekman Linux signal handling improvements. - Switch crash handlers to use "crash malloc" (preallocated memory) on crash. - Remove unnecessary memory allocations from graceful termination handler. #rb none #tests Run the Linux server and crashed it a few times. #codereview David.Vossel, Michael.Trepka Change 2825768 on 2016/01/12 by Josh.Markiewicz #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Change 2825703 on 2016/01/12 by Brian.Karis Switched on new motion blur. Set temporal AA sharpness to 1. #rb none #TESTS editor Change 2825689 on 2016/01/12 by Lina.Halper Fix for get animation notify crash https://jira.ol.epicgames.net/browse/OR-12248 https://jira.ol.epicgames.net/browse/OR-12348 - Also fixed the crash in preview of persona due to blend sample cache contains previous animation data - Also fixed blend space player to reinitialize cache data - The main issue is marker doesn't clamp the length, causing notifies ensure to trigger. #rb : Laurent.Delayen #tests: 10 Sparrows bot match for long time #code review: Martin.Wilson #lockdown: Andrew.Grant Change 2825680 on 2016/01/12 by Martin.Mittring fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading) #rb:Olaf.Piesche, David.Hill #test: PC, many cases Change 2825579 on 2016/01/12 by Chris.Bunner Force shadow shape bone indices on the required update list. #rb Lina.Halper, Rolando.Caloca #tests Editor #codereview Daniel.Wright #jira OR-12339 Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
LogError("Rebuild Light Maps has failed. because "+ Ex.ToString());
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
throw new AutomationException(ExitCode.Error_Unknown, Ex, "RebuildLightMaps failed. {0}", FinalLogLines);
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3064255) #lockdown Nick.Penwarden Change 3063869 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open windows while doing automated testing #rb marcus.wassmer #tests Tested startfpschart + stopfpschart with t.FPSChart.OpenFolderOnDump set to 1 and 0 #codereview david.nikdel Change 3063829 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Core: Added an optional size to MallocLeak Stop and made the default filter size 128 KB for both MallocLeak Dump and MallocLeak Stop if no size was specified #rb marcus.wassmer #tests Tested using MallocLeak Stop and MallocLeak Dump Change 3063825 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Engine: Exposed GPU revision ID as GRHIDeviceRevision and added it to the FPS chart analytics (gathered on D3D11 and D3D12 only) #rb marcus.wassmer #tests Tested on my desktop and compared to dxdiag output Change 3063702 on 2016/07/25 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion Collect garbage when scrubbing in a replay. Scrubbing generates a lot of garbage, and can lead to running out of memory. Can be disabled with the cvar demo.LoadCheckpointGarbageCollect. #jira OR-25964 #tests bug repro #rb john.pollard Change 3063426 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Borderless window support improvements: - the cursor changes to resize when hovering over the window edge - added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.) - used he window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled #rb Jeff.Campeau #tests Tested in editor build on PC Change 3063358 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3063307 #RB:none #tests:none #ROBOMERGE-SOURCE: CL 3063345 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3063353 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ben.marsh Merging CL 3037547 and CL 3037552 from //UE4/Dev-Build to support BuildPatchTool analytics. #rb none #tests none #ROBOMERGE-SOURCE: CL 3063156 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3063198 on 2016/07/25 by Matt.Kuhlenschmidt@matt.kuhlenschmidt_orion_dev Temp fix for broken post process volumes #rb none #tests none Change 3063166 on 2016/07/25 by Daniel.Lamb@daniel.lamb_T3905_6612 Added check to Redirect collector resolve string asset references. #rb none #test cook paragon Change 3063057 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Use round corners for windows with no system title bar and border only in windowed mode. #rb Peter.Sauerbrei #tests Tested in editor build on PC Change 3063015 on 2016/07/25 by Andrew.Rodham@Andrew.Rodham_Orion Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. #tests Tested sequencer driven animation with animation assets and (compatible) animation blueprints. Tested some non-sequencer animation. #rb Benn.Gallagher Change 3062774 on 2016/07/24 by Ben.Marsh@Ben.Marsh_T3245_Orion BuildGraph: Fix <Cook> tasks failing when multiple platforms are specified, due to not scanning the output directories separately. #rb none #tests preflight Change 3062761 on 2016/07/24 by Andrew.Grant@andrew.grant.T6730.orion.floating Non-unity fix #rb none #tests compiled Change 3062324 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Skipped a file #rb none #test none Change 3062315 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Allow r.SSR.MaxRoughness in shipping builds. Art has been tweaking with this value, but it's not being honored in shipping. #rb none #tests adjusted settings in agora_p Change 3062306 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral HLOD distance scalability option (r.HLOD.DistanceScale) Higher values make HLODS transition further away. #rb Michael.Noland #tests Tested in agora_p Change 3061861 on 2016/07/22 by Lina.Halper@Lina.Halper_Orion Fix Compression - Reduce functions to be editoronly #rb: Martin.Wilson #tests: PIE/compile editor build/noneditor Change 3061714 on 2016/07/22 by Andrew.Rodham@Andrew.Rodham_Orion Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. #tests Tested animation with and without anim trails to verify they work in editor, PIE and standalone game with and without sequencer open. Rendered out the announce trailer before and after my changes to verify there was no change in behaviour. #jira OR-25967 #review-3061494 @Max.Chen #rb Benn.Gallagher Change 3061393 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: sam.zamani compile errors #rb none #tests compile #ROBOMERGE-SOURCE: CL 3061392 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3061384 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: andrew.grant Fixed build breakage #rb none #tests compiled PS4 client #ROBOMERGE-SOURCE: CL 3061383 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3060894 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion, #OnlineSubsystem, #OnlineGameplayFramework - Game catalog supports Price Engine sales on real-money offers #rb Sam.Zamani #tests Real-money offers that are on sale show the correct sale price / discount display #jira OR-21659 #ROBOMERGE-SOURCE: CL 3060891 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3060272 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion Fix compile issue of non editor build #rb: none #tests: compile Change 3060161 on 2016/07/21 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Duplicate 3046845 CVAR threading crash fix. #rb none #tests compiled, ran ps4 Change 3060012 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion - Back out changelist 3056611 - Fix additive issue and built the new animation DDC #rb: Martin.Wilson #tests: Jump_Recovery_Additive, PIE Change 3060009 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream When receiving NotLeader party join rejection, include the new leader id and re-attempt the join to the new leader #jira OR-25648 #rb bart.bressler #tests frontend parties with promotions, coop matchmaking Change 3059989 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating Fixes for applocal redist #rb none #test built locally Change 3059832 on 2016/07/21 by Martin.Wilson@MartinWilsonOrionStream Fix graph linked external object saving error on re-compressed animations (dup from dev-framework CL ) #jira UE-33567 #rb Thomas.Sarkanen #tests In editor testing that animations can be recompressed and saved Change 3059803 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating Switching Orion, UnrealCEFSubProcess, and CrashReporterClient to build with VS2015 Added AppLocalPrerequisitesDirectory editor setting that is passed in -applocaldir during staging WinPlatformAutomation now stages applocaldir to project and engine binaries Updated OrionBuild.xml to specify -applocaldir #codereview Jeff.Campeau, Ben.Marsh #rb none #tests build client locally and verified DLLs are local to executables Change 3059707 on 2016/07/21 by David.Ratti@David.Ratti_G6218_Orion.Dev-General fix case where DefaultGameplayTags.ini fails to update if not checked out from source control #rb none #tests add tags without source control Change 3059679 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream Fix nonunity compile error due to OnlinePresenceInterface.h requiring enum defined in OnlineSubsystemTypes.h #rb paul.moore #tests compile with OrionFriendItem.cpp modified Change 3059518 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating AppLcoalDependencies required by VS2015 Change 3059477 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3059419 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3059476 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3059455 on 2016/07/21 by Graeme.Thornton@GThornton_Orion_DevGeneral Linux build fix (bad case on #include filename) #rb robert.manuszewski #tests compiled Paragon on a linux machine Change 3059258 on 2016/07/21 by Simon.Tovey@Simon.Tovey_OrionDev Implementing 3050352 in Dev-General. #rb none #tests Editor #codereview Marcus.Wassmer Change 3058989 on 2016/07/21 by Michael.Noland@mnoland_T2801_OrionStream Audio: Disabling the audio thread to prevent a crash in async line trace code (it is already disabled in UE4 main) #rb none #codereview andrew.grant, ori.cohen Change 3058773 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion - Remove QoS* from junk manifest #review-3058772 @Rob.Cannaday #rb none #tests QoS module doesn't get nuked every build #ROBOMERGE-SOURCE: CL 3058771 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3058717 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612 Added submitted CL to success email for rebuild lighting commandlet. Removed nosimplygon from resave lighting commandlet commandline. #rb Daniel.Wright #test rebuildlighting paragon devgeneral. Change 3058565 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion - Fix debug/non-development builds #rb Rob.Cannaday #tests it builds (and doesn't crash on login) on Debug Editor -debug -game! #ROBOMERGE-SOURCE: CL 3058563 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3058082 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612 Added error to the lighting build whent it fails to build. #test Rebuild lighting commandlet #rb Daniel.Wright Change 3057945 on 2016/07/20 by Andrew.Grant@andrew.grant.T6730.orion.floating Fix for NAN issue introduced in 3032847 #rb Jeff.Farris #tests none Change 3057840 on 2016/07/20 by David.Ratti@David.Ratti_G6218_Orion.Dev-General fix developer tags not properly adding to perforce when creating a new file #rb none #tests developer tags Change 3057553 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3057330 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3057549 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3057313 on 2016/07/20 by bruce.nesbit@BNesbit_Orion_Stream_1 Fixed shadowvariable in FAnalyticsEventEntry #rb none #tests compiled #codereview Wes.Hunt Change 3056802 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Fix issue where replicated map-placed actors with ability system components would cache an incorrect Role value. This could cause predicted gameplay effects in the fast TArray to have MarkItemDirty called on them, which in turn increments the item's ReplicationID, potentially causing a conflict with the server's ReplicationID. Since the Role may not be correct during OnRegister for these components, also cache it BeginPlay. #jira OR-25234 #rb david.ratti #tests golden path, bug repro #ROBOMERGE-SOURCE: CL 3056801 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3056797 on 2016/07/19 by Wes.Hunt@WHUNT-ORION-STREAM OrionAnalytics updates. * Added IAnalyticsProviderET::SetDefaultEventAttributes to use to set the GameSessionID on all Orion Analytics events. * Removed OrionAnalyticsProvider as it was no longer necessary. * Updated all Orion code to use IAnalyticsProviderET directly in the code to be able to access all the new APIs. #rb sam.zamani, jason.bestimt #tests run dedicated server with 10 bot clients, observe analytics events sending correctly. Ran PIE. #jira UE-30980 Change 3056611 on 2016/07/19 by Lina.Halper@Lina.Halper_Orion Fix for additive broken with remove linear key - DDC key has been changed, so it will require to build DDC from this #rb: Martin.Wilson #tests: Jump_Recovery_Additive in editor, and PIE Change 3056226 on 2016/07/19 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream extended gameplay debugger's ability category to show locally owned gameplay tags #orion #rb none #tests PIE Change 3056204 on 2016/07/19 by Jeff.Campeau@jeff.campeau_3753_Orion Fix offset rendering of maximized borderless game window on Windows. #review-3055205 @michael.trepka #rb Michael.Trepka #tests Tested in editor build on PC (editor window normal and maximized, game window borderless normal and maximized, game window bordered normal and maximized). Change 3056028 on 2016/07/19 by Rob.Cannaday@rob.cannaday_orion-stream Add moved modules to JunkManifest.txt Change 3055650 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - ACTUAL Merge 29.2 @ CL 3055553 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3055647 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3055620 on 2016/07/19 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN Attempts to fix rare server crashes (OR-24947, OR-24952). - Rearranging to avoid AddDefaulted(), that might be triggering a compiler bug (conjecture). #rb Steve.Robb #codereview Steve.Robb #tests Compiled Windows client and Linux server, played a match. Change 3054587 on 2016/07/18 by Andrew.Grant@andrew.grant.T6730.orion.floating Merging from //UE4/Main @ 3043787 through //UE4/Orion-Staging #rb none #tests Smoked by engine and dev QA Change 3054491 on 2016/07/18 by Frank.Gigliotti@Frank.Gig_T4217_Orion_Stream Removed warning when client miss-predicts ability activation. * It is valid for the client to miss-predict. Warning was only added to track down a bug. #CodeReview David.Ratti #RB None #Tests None Change 3053850 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General Missed checkins on ability system engine work: -Register debug delegate on module startup for easier debugging -Fallback to actor location if no hit impact is specified in default engine GC notify class #rb none #tests ability system sample project Change 3053825 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General Fix issue where config file not actually flushed at right time when adding new tags Fix issue where orion projecetile tags that are auto generated was generating tags for non gameplay tag properties #rb DanY #codereview Dan.Youhon #tests pie Change 3053438 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General -Remove developer tags from master tag list before saving to ini file -inline some stuff (wip for gc tag translator system) #rb none #test adding tags Change 3053414 on 2016/07/18 by Robert.Manuszewski@Robert_Manuszewski_NCL_Orion Fixing rare crash when async loading objects caused by linker being detached too early (before other package's import has been fully processed) #jira OR-24955 #jira OR-25183 #rb Graeme.Thornton #tests Win64 cooked client golden path (solo vs AI) Change 3052009 on 2016/07/15 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN Overhaul of behavior of headless applications (server, client) (OR-23529). - Removed FApp::ShouldUseNullRHI(). Rationale: FApp::CanEverRender() answers a higher level question and the code shouldn't predicate on the type of RHI used. - Multiple code paths updated to prevent code execution on headless clients (some of this is optimization, some was causing crashes). - Most of these changes originated from a shelved CL by BradA. #rb Michael.Noland #codereview Michael.Noland, Brad.Angelcyk, Andrew.Grant, Chris.Wood, Matt.Schembari #tests Cooked Windows client and server, Linux client and server. Ran Windows client and server, played a match, ran Linux bot (headless client, requires local changes not in this CL), ran the Windows editor (tried PIE). Change 3051926 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Reinstate color grading changes. Fix broken config file. #rb none #tests Agora_p color grading and warning check Change 3051759 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Don't record predicted elements of fast TArrays into client replays. Fixes issue where the client was incrementing the ReplicationID of predicted elements, potentially conflicting with the IDs of elements received by the server. #jira OR-25234, OR-25413, OR-25403 #tests golden path, bug repo using 'net pktlag', replays #rb john.pollard, david.ratti #ROBOMERGE-SOURCE: CL 3051758 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3051702 on 2016/07/15 by Daniel.Lamb@daniel.lamb_T3905_6612 Added jordan walker to rebuild lighting emails. Removed peter.sauerbrei. #rb Peter.Sauerbrei #test none Change 3051661 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ben.marsh Merging support for precompiled binaries in CIS from Release-29. #rb none #tests none #ROBOMERGE-SOURCE: CL 3051660 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3051466 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Allow seamless upgrade from FVector -> FVector4 for UProperties. #rb Robert.Manuszewski #tests Color grading property changes. Change 3050680 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Mcp, #Orion - Fix initalization values of CatalogServiceMcp #rb none #tests Real money offers show in the store again #ROBOMERGE-SOURCE: CL 3050563 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050520 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - MERGING DUI @ CL 3047139 #RB:none #Tests:none [CodeReviewed]: kerrington.smith, dan.hertzka, matt.schembari, benjamin.crocker, jaymee.stanford, alex.conner #ROBOMERGE-SOURCE: CL 3050519 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050465 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Don't check IsClientOnly() to detemine whether a player controller is local or not. For client replay recording, the replay spectator controller should not return true from IsLocallyControlled(). This change fixes that case in client builds. Fixes issue where the SignificanceManager was using the replay spectator to influence significance values, causing them to be incorrect for the game player controller. #jira OR-25258 #tests bug repro, golden path, replays #rb john.pollard [CodeReviewed] zak.middleton, josh.markiewicz #ROBOMERGE-SOURCE: CL 3050462 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050326 on 2016/07/14 by Dan.Youhon@Dan.Youhon.Paragon Set CameraLensEffects position before activation so that initial significance values are correct, specifically to fix quick camera lens effects being culled out due to incorrect significance #OR-18321 - Moves location determination code from AEmitterCameraLensEffectBase::UpdateLocation into a separate static GetAttachedEmitterTransform function, which is now called both from UpdateLocation and in APlayerCameraManager::AddCameraLensEffect to determine SpawnTransform for the LensEffect SpawnActor call - Unshelved from Jeff.Farris. Thanks Jeff! #rb Dan.Youhon #tests MultiPIE #codereview Jeff.Farris Change 3049749 on 2016/07/14 by Daniel.Lamb@daniel.lamb_T3905_6612 Added skipskin verify to rebuild lighting commandlet. #rb None #test Rebuild lighting commandlet Change 3049728 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: buildmachine Remove simplygon from rebuild lighting commandlet #rb none #test rebuild lighting #ROBOMERGE-SOURCE: CL 3049727 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3049721 on 2016/07/14 by buildmachine@buildmachine_Z4560_OrionDevGeneral Remove simplygon from rebuild lighting commandlet #rb none #test rebuild lighting Change 3049325 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating Back out changelist 3049037 due to incompatibility with current assets #rb none #tests Cooked content and verified warnings & errors are gone. #codereview Marcus.Wasmer, Brian.Karis, HaarmPieter.Duiker Change 3049319 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating More work on content filtering (still disabled) #rb none #tests cooked content and verified filtered content is not found. Change 3049298 on 2016/07/13 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2/29 @ CL 3049113 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3049296 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3049269 on 2016/07/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion Constified FObjectFinder::Succeeded because why not #UE4 #rb none #test golden path Change 3049104 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating Created delegate for object name resolution and moved existing package localization code to use it. Orion code to filter out unreleased heroes and other data, but correnty disabled due to a cooking bug. #rb none #tests ran editor, ran cooker, verified object resolution is equivalent to before. Change 3049037 on 2016/07/13 by HaarmPieter.Duiker@HPD-Dev-General Adding shadows, midtones and highlights color correction controls #rb brian.karis, marcus.wassmer #tests "postprocess color correction" Change 3048457 on 2016/07/13 by Cody.Haskell@OrionStream #UE4 - Adding a delegate that fires off when LastUserInteractionTime is updated #codereview Matt.Kuhlenschmidt #rb none #tests PIE Change 3048420 on 2016/07/13 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN Fix double #undef LOCTEXT_NAMESPACE in editor case. #rb none #codereview Nick.Darnell, Andrew.Grant #tests Compiled Linux editor (for running -server). Change 3047891 on 2016/07/13 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Rollback //Orion/Dev-General/Engine/Source/Runtime/Core/Private/Windows/WindowsWindow.cpp to revision 12 #rb none #tests Tested in editor on PC Change 3047216 on 2016/07/12 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN Changes to Linux application specific to Linux client. #rb none #codereview Brad.Angelcyk #tests Ran Paragon Linux client (headless) locally. Change 3047140 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating Fix for PS4 #rb #tests na Change 3047107 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating Moved timeguards out of stats.h #rb none #tests compiled editor & shipping client Change 3046996 on 2016/07/12 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion Don't check bTearOff when deciding whether to swap roles for client replay recording and improve the comment. Fixes an assert that could occur if a torn-off actor happened to get recorded into a checkpoint of a client replay. #tests golden path #rb john.pollard Change 3046975 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons. #codereview Dan.Hertzka #rb Jeff.Campeau #tests Tested in editor build on PC Change 3046812 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev New UI for selecting fullscreen mode in Paragon video settings #rb Dan.Hertzka #tests Tested in editor build on PC Change 3046803 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Added an option to WindowTitleBarArea widget to make it toggle fullscreen mode instead of maximizing the window. #rb Dan.Hertzka #tests Tested in editor build on PC Change 3045374 on 2016/07/11 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral Fix assert in channel cleanup code that could occur if the connection was cleaned up, and there were KeepProcessingActorChannelBunchesMap in-flight still #rb RyanG #tests Replays Change 3044696 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612 Added additional checks to ResavePackagesCommandlet so people don't miss the required allowcommandletrendering flag when using buildlighting option. #test rebuild lighting using resave packages paragon #rb None Change 3044690 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612 Changed MBWritten cooker stats to report mb instead of bytes... #rb Wes.Hunt. #test cook paragon. Change 3044439 on 2016/07/11 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2 @ CL 3043960 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3044428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) [CL 3070724 by Andrew Grant in Main branch]
2016-07-29 17:10:25 -04:00
private void SubmitRebuiltMaps(ref int SubmittedCL)
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
LogInformation("Running Step:- RebuildLightMaps::SubmitRebuiltMaps");
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
// Check everything in!
if (WorkingCL != -1)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
LogInformation("Running Step:- Submitting CL " + WorkingCL);
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
P4.Submit(WorkingCL, out SubmittedCL, true, true);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
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LogInformation("INFO: Lightmaps successfully submitted in cl "+ SubmittedCL.ToString());
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
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}
}
#endregion
// Helper functions and procedure steps necessary for running the commandlet successfully
#region RebuildLightMaps Helper Functions
/**
* Parse the P4 output for any errors that we really care about.
* e.g. umaps and assets are exclusive checkout files, if we cant check out a map for this reason
* then we need to stop.
*/
private bool FoundCheckOutErrorInP4Output(string Output)
{
bool bHadAnError = false;
var Lines = Output.Split(new string[] { Environment.NewLine }, StringSplitOptions.RemoveEmptyEntries);
foreach (string Line in Lines)
{
// Check for log spew that matches exclusive checkout failure
// http://answers.perforce.com/articles/KB/3114
if (Line.Contains("can't edit exclusive file already opened"))
{
bHadAnError = true;
break;
}
}
return bHadAnError;
}
/**
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
* Cleanup anything this build may leave behind and inform the user
*/
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
private void HandleFailure(String FailureMessage)
{
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
try
{
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
if (WorkingCL != -1)
{
P4.RevertAll(WorkingCL);
P4.DeleteChange(WorkingCL);
}
SendCompletionMessage(false, FailureMessage);
}
catch (P4Exception P4Ex)
{
LogError("Failed to clean up P4 changelist: " + P4Ex.Message);
}
catch (Exception SendMailEx)
{
LogError("Failed to notify that build succeeded: " + SendMailEx.Message);
}
}
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
/**
* Perform any post completion steps needed. I.e. Notify stakeholders etc.
*/
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3064255) #lockdown Nick.Penwarden Change 3063869 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open windows while doing automated testing #rb marcus.wassmer #tests Tested startfpschart + stopfpschart with t.FPSChart.OpenFolderOnDump set to 1 and 0 #codereview david.nikdel Change 3063829 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Core: Added an optional size to MallocLeak Stop and made the default filter size 128 KB for both MallocLeak Dump and MallocLeak Stop if no size was specified #rb marcus.wassmer #tests Tested using MallocLeak Stop and MallocLeak Dump Change 3063825 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Engine: Exposed GPU revision ID as GRHIDeviceRevision and added it to the FPS chart analytics (gathered on D3D11 and D3D12 only) #rb marcus.wassmer #tests Tested on my desktop and compared to dxdiag output Change 3063702 on 2016/07/25 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion Collect garbage when scrubbing in a replay. Scrubbing generates a lot of garbage, and can lead to running out of memory. Can be disabled with the cvar demo.LoadCheckpointGarbageCollect. #jira OR-25964 #tests bug repro #rb john.pollard Change 3063426 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Borderless window support improvements: - the cursor changes to resize when hovering over the window edge - added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.) - used he window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled #rb Jeff.Campeau #tests Tested in editor build on PC Change 3063358 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3063307 #RB:none #tests:none #ROBOMERGE-SOURCE: CL 3063345 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3063353 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ben.marsh Merging CL 3037547 and CL 3037552 from //UE4/Dev-Build to support BuildPatchTool analytics. #rb none #tests none #ROBOMERGE-SOURCE: CL 3063156 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3063198 on 2016/07/25 by Matt.Kuhlenschmidt@matt.kuhlenschmidt_orion_dev Temp fix for broken post process volumes #rb none #tests none Change 3063166 on 2016/07/25 by Daniel.Lamb@daniel.lamb_T3905_6612 Added check to Redirect collector resolve string asset references. #rb none #test cook paragon Change 3063057 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Use round corners for windows with no system title bar and border only in windowed mode. #rb Peter.Sauerbrei #tests Tested in editor build on PC Change 3063015 on 2016/07/25 by Andrew.Rodham@Andrew.Rodham_Orion Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. #tests Tested sequencer driven animation with animation assets and (compatible) animation blueprints. Tested some non-sequencer animation. #rb Benn.Gallagher Change 3062774 on 2016/07/24 by Ben.Marsh@Ben.Marsh_T3245_Orion BuildGraph: Fix <Cook> tasks failing when multiple platforms are specified, due to not scanning the output directories separately. #rb none #tests preflight Change 3062761 on 2016/07/24 by Andrew.Grant@andrew.grant.T6730.orion.floating Non-unity fix #rb none #tests compiled Change 3062324 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Skipped a file #rb none #test none Change 3062315 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Allow r.SSR.MaxRoughness in shipping builds. Art has been tweaking with this value, but it's not being honored in shipping. #rb none #tests adjusted settings in agora_p Change 3062306 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral HLOD distance scalability option (r.HLOD.DistanceScale) Higher values make HLODS transition further away. #rb Michael.Noland #tests Tested in agora_p Change 3061861 on 2016/07/22 by Lina.Halper@Lina.Halper_Orion Fix Compression - Reduce functions to be editoronly #rb: Martin.Wilson #tests: PIE/compile editor build/noneditor Change 3061714 on 2016/07/22 by Andrew.Rodham@Andrew.Rodham_Orion Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. #tests Tested animation with and without anim trails to verify they work in editor, PIE and standalone game with and without sequencer open. Rendered out the announce trailer before and after my changes to verify there was no change in behaviour. #jira OR-25967 #review-3061494 @Max.Chen #rb Benn.Gallagher Change 3061393 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: sam.zamani compile errors #rb none #tests compile #ROBOMERGE-SOURCE: CL 3061392 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3061384 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: andrew.grant Fixed build breakage #rb none #tests compiled PS4 client #ROBOMERGE-SOURCE: CL 3061383 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3060894 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion, #OnlineSubsystem, #OnlineGameplayFramework - Game catalog supports Price Engine sales on real-money offers #rb Sam.Zamani #tests Real-money offers that are on sale show the correct sale price / discount display #jira OR-21659 #ROBOMERGE-SOURCE: CL 3060891 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3060272 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion Fix compile issue of non editor build #rb: none #tests: compile Change 3060161 on 2016/07/21 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Duplicate 3046845 CVAR threading crash fix. #rb none #tests compiled, ran ps4 Change 3060012 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion - Back out changelist 3056611 - Fix additive issue and built the new animation DDC #rb: Martin.Wilson #tests: Jump_Recovery_Additive, PIE Change 3060009 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream When receiving NotLeader party join rejection, include the new leader id and re-attempt the join to the new leader #jira OR-25648 #rb bart.bressler #tests frontend parties with promotions, coop matchmaking Change 3059989 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating Fixes for applocal redist #rb none #test built locally Change 3059832 on 2016/07/21 by Martin.Wilson@MartinWilsonOrionStream Fix graph linked external object saving error on re-compressed animations (dup from dev-framework CL ) #jira UE-33567 #rb Thomas.Sarkanen #tests In editor testing that animations can be recompressed and saved Change 3059803 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating Switching Orion, UnrealCEFSubProcess, and CrashReporterClient to build with VS2015 Added AppLocalPrerequisitesDirectory editor setting that is passed in -applocaldir during staging WinPlatformAutomation now stages applocaldir to project and engine binaries Updated OrionBuild.xml to specify -applocaldir #codereview Jeff.Campeau, Ben.Marsh #rb none #tests build client locally and verified DLLs are local to executables Change 3059707 on 2016/07/21 by David.Ratti@David.Ratti_G6218_Orion.Dev-General fix case where DefaultGameplayTags.ini fails to update if not checked out from source control #rb none #tests add tags without source control Change 3059679 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream Fix nonunity compile error due to OnlinePresenceInterface.h requiring enum defined in OnlineSubsystemTypes.h #rb paul.moore #tests compile with OrionFriendItem.cpp modified Change 3059518 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating AppLcoalDependencies required by VS2015 Change 3059477 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3059419 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3059476 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3059455 on 2016/07/21 by Graeme.Thornton@GThornton_Orion_DevGeneral Linux build fix (bad case on #include filename) #rb robert.manuszewski #tests compiled Paragon on a linux machine Change 3059258 on 2016/07/21 by Simon.Tovey@Simon.Tovey_OrionDev Implementing 3050352 in Dev-General. #rb none #tests Editor #codereview Marcus.Wassmer Change 3058989 on 2016/07/21 by Michael.Noland@mnoland_T2801_OrionStream Audio: Disabling the audio thread to prevent a crash in async line trace code (it is already disabled in UE4 main) #rb none #codereview andrew.grant, ori.cohen Change 3058773 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion - Remove QoS* from junk manifest #review-3058772 @Rob.Cannaday #rb none #tests QoS module doesn't get nuked every build #ROBOMERGE-SOURCE: CL 3058771 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3058717 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612 Added submitted CL to success email for rebuild lighting commandlet. Removed nosimplygon from resave lighting commandlet commandline. #rb Daniel.Wright #test rebuildlighting paragon devgeneral. Change 3058565 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion - Fix debug/non-development builds #rb Rob.Cannaday #tests it builds (and doesn't crash on login) on Debug Editor -debug -game! #ROBOMERGE-SOURCE: CL 3058563 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3058082 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612 Added error to the lighting build whent it fails to build. #test Rebuild lighting commandlet #rb Daniel.Wright Change 3057945 on 2016/07/20 by Andrew.Grant@andrew.grant.T6730.orion.floating Fix for NAN issue introduced in 3032847 #rb Jeff.Farris #tests none Change 3057840 on 2016/07/20 by David.Ratti@David.Ratti_G6218_Orion.Dev-General fix developer tags not properly adding to perforce when creating a new file #rb none #tests developer tags Change 3057553 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3057330 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3057549 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3057313 on 2016/07/20 by bruce.nesbit@BNesbit_Orion_Stream_1 Fixed shadowvariable in FAnalyticsEventEntry #rb none #tests compiled #codereview Wes.Hunt Change 3056802 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Fix issue where replicated map-placed actors with ability system components would cache an incorrect Role value. This could cause predicted gameplay effects in the fast TArray to have MarkItemDirty called on them, which in turn increments the item's ReplicationID, potentially causing a conflict with the server's ReplicationID. Since the Role may not be correct during OnRegister for these components, also cache it BeginPlay. #jira OR-25234 #rb david.ratti #tests golden path, bug repro #ROBOMERGE-SOURCE: CL 3056801 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3056797 on 2016/07/19 by Wes.Hunt@WHUNT-ORION-STREAM OrionAnalytics updates. * Added IAnalyticsProviderET::SetDefaultEventAttributes to use to set the GameSessionID on all Orion Analytics events. * Removed OrionAnalyticsProvider as it was no longer necessary. * Updated all Orion code to use IAnalyticsProviderET directly in the code to be able to access all the new APIs. #rb sam.zamani, jason.bestimt #tests run dedicated server with 10 bot clients, observe analytics events sending correctly. Ran PIE. #jira UE-30980 Change 3056611 on 2016/07/19 by Lina.Halper@Lina.Halper_Orion Fix for additive broken with remove linear key - DDC key has been changed, so it will require to build DDC from this #rb: Martin.Wilson #tests: Jump_Recovery_Additive in editor, and PIE Change 3056226 on 2016/07/19 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream extended gameplay debugger's ability category to show locally owned gameplay tags #orion #rb none #tests PIE Change 3056204 on 2016/07/19 by Jeff.Campeau@jeff.campeau_3753_Orion Fix offset rendering of maximized borderless game window on Windows. #review-3055205 @michael.trepka #rb Michael.Trepka #tests Tested in editor build on PC (editor window normal and maximized, game window borderless normal and maximized, game window bordered normal and maximized). Change 3056028 on 2016/07/19 by Rob.Cannaday@rob.cannaday_orion-stream Add moved modules to JunkManifest.txt Change 3055650 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - ACTUAL Merge 29.2 @ CL 3055553 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3055647 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3055620 on 2016/07/19 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN Attempts to fix rare server crashes (OR-24947, OR-24952). - Rearranging to avoid AddDefaulted(), that might be triggering a compiler bug (conjecture). #rb Steve.Robb #codereview Steve.Robb #tests Compiled Windows client and Linux server, played a match. Change 3054587 on 2016/07/18 by Andrew.Grant@andrew.grant.T6730.orion.floating Merging from //UE4/Main @ 3043787 through //UE4/Orion-Staging #rb none #tests Smoked by engine and dev QA Change 3054491 on 2016/07/18 by Frank.Gigliotti@Frank.Gig_T4217_Orion_Stream Removed warning when client miss-predicts ability activation. * It is valid for the client to miss-predict. Warning was only added to track down a bug. #CodeReview David.Ratti #RB None #Tests None Change 3053850 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General Missed checkins on ability system engine work: -Register debug delegate on module startup for easier debugging -Fallback to actor location if no hit impact is specified in default engine GC notify class #rb none #tests ability system sample project Change 3053825 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General Fix issue where config file not actually flushed at right time when adding new tags Fix issue where orion projecetile tags that are auto generated was generating tags for non gameplay tag properties #rb DanY #codereview Dan.Youhon #tests pie Change 3053438 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General -Remove developer tags from master tag list before saving to ini file -inline some stuff (wip for gc tag translator system) #rb none #test adding tags Change 3053414 on 2016/07/18 by Robert.Manuszewski@Robert_Manuszewski_NCL_Orion Fixing rare crash when async loading objects caused by linker being detached too early (before other package's import has been fully processed) #jira OR-24955 #jira OR-25183 #rb Graeme.Thornton #tests Win64 cooked client golden path (solo vs AI) Change 3052009 on 2016/07/15 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN Overhaul of behavior of headless applications (server, client) (OR-23529). - Removed FApp::ShouldUseNullRHI(). Rationale: FApp::CanEverRender() answers a higher level question and the code shouldn't predicate on the type of RHI used. - Multiple code paths updated to prevent code execution on headless clients (some of this is optimization, some was causing crashes). - Most of these changes originated from a shelved CL by BradA. #rb Michael.Noland #codereview Michael.Noland, Brad.Angelcyk, Andrew.Grant, Chris.Wood, Matt.Schembari #tests Cooked Windows client and server, Linux client and server. Ran Windows client and server, played a match, ran Linux bot (headless client, requires local changes not in this CL), ran the Windows editor (tried PIE). Change 3051926 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Reinstate color grading changes. Fix broken config file. #rb none #tests Agora_p color grading and warning check Change 3051759 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Don't record predicted elements of fast TArrays into client replays. Fixes issue where the client was incrementing the ReplicationID of predicted elements, potentially conflicting with the IDs of elements received by the server. #jira OR-25234, OR-25413, OR-25403 #tests golden path, bug repo using 'net pktlag', replays #rb john.pollard, david.ratti #ROBOMERGE-SOURCE: CL 3051758 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3051702 on 2016/07/15 by Daniel.Lamb@daniel.lamb_T3905_6612 Added jordan walker to rebuild lighting emails. Removed peter.sauerbrei. #rb Peter.Sauerbrei #test none Change 3051661 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ben.marsh Merging support for precompiled binaries in CIS from Release-29. #rb none #tests none #ROBOMERGE-SOURCE: CL 3051660 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3051466 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Allow seamless upgrade from FVector -> FVector4 for UProperties. #rb Robert.Manuszewski #tests Color grading property changes. Change 3050680 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Mcp, #Orion - Fix initalization values of CatalogServiceMcp #rb none #tests Real money offers show in the store again #ROBOMERGE-SOURCE: CL 3050563 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050520 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - MERGING DUI @ CL 3047139 #RB:none #Tests:none [CodeReviewed]: kerrington.smith, dan.hertzka, matt.schembari, benjamin.crocker, jaymee.stanford, alex.conner #ROBOMERGE-SOURCE: CL 3050519 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050465 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Don't check IsClientOnly() to detemine whether a player controller is local or not. For client replay recording, the replay spectator controller should not return true from IsLocallyControlled(). This change fixes that case in client builds. Fixes issue where the SignificanceManager was using the replay spectator to influence significance values, causing them to be incorrect for the game player controller. #jira OR-25258 #tests bug repro, golden path, replays #rb john.pollard [CodeReviewed] zak.middleton, josh.markiewicz #ROBOMERGE-SOURCE: CL 3050462 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050326 on 2016/07/14 by Dan.Youhon@Dan.Youhon.Paragon Set CameraLensEffects position before activation so that initial significance values are correct, specifically to fix quick camera lens effects being culled out due to incorrect significance #OR-18321 - Moves location determination code from AEmitterCameraLensEffectBase::UpdateLocation into a separate static GetAttachedEmitterTransform function, which is now called both from UpdateLocation and in APlayerCameraManager::AddCameraLensEffect to determine SpawnTransform for the LensEffect SpawnActor call - Unshelved from Jeff.Farris. Thanks Jeff! #rb Dan.Youhon #tests MultiPIE #codereview Jeff.Farris Change 3049749 on 2016/07/14 by Daniel.Lamb@daniel.lamb_T3905_6612 Added skipskin verify to rebuild lighting commandlet. #rb None #test Rebuild lighting commandlet Change 3049728 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: buildmachine Remove simplygon from rebuild lighting commandlet #rb none #test rebuild lighting #ROBOMERGE-SOURCE: CL 3049727 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3049721 on 2016/07/14 by buildmachine@buildmachine_Z4560_OrionDevGeneral Remove simplygon from rebuild lighting commandlet #rb none #test rebuild lighting Change 3049325 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating Back out changelist 3049037 due to incompatibility with current assets #rb none #tests Cooked content and verified warnings & errors are gone. #codereview Marcus.Wasmer, Brian.Karis, HaarmPieter.Duiker Change 3049319 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating More work on content filtering (still disabled) #rb none #tests cooked content and verified filtered content is not found. Change 3049298 on 2016/07/13 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2/29 @ CL 3049113 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3049296 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3049269 on 2016/07/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion Constified FObjectFinder::Succeeded because why not #UE4 #rb none #test golden path Change 3049104 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating Created delegate for object name resolution and moved existing package localization code to use it. Orion code to filter out unreleased heroes and other data, but correnty disabled due to a cooking bug. #rb none #tests ran editor, ran cooker, verified object resolution is equivalent to before. Change 3049037 on 2016/07/13 by HaarmPieter.Duiker@HPD-Dev-General Adding shadows, midtones and highlights color correction controls #rb brian.karis, marcus.wassmer #tests "postprocess color correction" Change 3048457 on 2016/07/13 by Cody.Haskell@OrionStream #UE4 - Adding a delegate that fires off when LastUserInteractionTime is updated #codereview Matt.Kuhlenschmidt #rb none #tests PIE Change 3048420 on 2016/07/13 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN Fix double #undef LOCTEXT_NAMESPACE in editor case. #rb none #codereview Nick.Darnell, Andrew.Grant #tests Compiled Linux editor (for running -server). Change 3047891 on 2016/07/13 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Rollback //Orion/Dev-General/Engine/Source/Runtime/Core/Private/Windows/WindowsWindow.cpp to revision 12 #rb none #tests Tested in editor on PC Change 3047216 on 2016/07/12 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN Changes to Linux application specific to Linux client. #rb none #codereview Brad.Angelcyk #tests Ran Paragon Linux client (headless) locally. Change 3047140 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating Fix for PS4 #rb #tests na Change 3047107 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating Moved timeguards out of stats.h #rb none #tests compiled editor & shipping client Change 3046996 on 2016/07/12 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion Don't check bTearOff when deciding whether to swap roles for client replay recording and improve the comment. Fixes an assert that could occur if a torn-off actor happened to get recorded into a checkpoint of a client replay. #tests golden path #rb john.pollard Change 3046975 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons. #codereview Dan.Hertzka #rb Jeff.Campeau #tests Tested in editor build on PC Change 3046812 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev New UI for selecting fullscreen mode in Paragon video settings #rb Dan.Hertzka #tests Tested in editor build on PC Change 3046803 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Added an option to WindowTitleBarArea widget to make it toggle fullscreen mode instead of maximizing the window. #rb Dan.Hertzka #tests Tested in editor build on PC Change 3045374 on 2016/07/11 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral Fix assert in channel cleanup code that could occur if the connection was cleaned up, and there were KeepProcessingActorChannelBunchesMap in-flight still #rb RyanG #tests Replays Change 3044696 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612 Added additional checks to ResavePackagesCommandlet so people don't miss the required allowcommandletrendering flag when using buildlighting option. #test rebuild lighting using resave packages paragon #rb None Change 3044690 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612 Changed MBWritten cooker stats to report mb instead of bytes... #rb Wes.Hunt. #test cook paragon. Change 3044439 on 2016/07/11 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2 @ CL 3043960 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3044428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) [CL 3070724 by Andrew Grant in Main branch]
2016-07-29 17:10:25 -04:00
private void HandleSuccess(int SubmittedCL)
{
try
{
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3064255) #lockdown Nick.Penwarden Change 3063869 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open windows while doing automated testing #rb marcus.wassmer #tests Tested startfpschart + stopfpschart with t.FPSChart.OpenFolderOnDump set to 1 and 0 #codereview david.nikdel Change 3063829 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Core: Added an optional size to MallocLeak Stop and made the default filter size 128 KB for both MallocLeak Dump and MallocLeak Stop if no size was specified #rb marcus.wassmer #tests Tested using MallocLeak Stop and MallocLeak Dump Change 3063825 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Engine: Exposed GPU revision ID as GRHIDeviceRevision and added it to the FPS chart analytics (gathered on D3D11 and D3D12 only) #rb marcus.wassmer #tests Tested on my desktop and compared to dxdiag output Change 3063702 on 2016/07/25 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion Collect garbage when scrubbing in a replay. Scrubbing generates a lot of garbage, and can lead to running out of memory. Can be disabled with the cvar demo.LoadCheckpointGarbageCollect. #jira OR-25964 #tests bug repro #rb john.pollard Change 3063426 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Borderless window support improvements: - the cursor changes to resize when hovering over the window edge - added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.) - used he window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled #rb Jeff.Campeau #tests Tested in editor build on PC Change 3063358 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3063307 #RB:none #tests:none #ROBOMERGE-SOURCE: CL 3063345 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3063353 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ben.marsh Merging CL 3037547 and CL 3037552 from //UE4/Dev-Build to support BuildPatchTool analytics. #rb none #tests none #ROBOMERGE-SOURCE: CL 3063156 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3063198 on 2016/07/25 by Matt.Kuhlenschmidt@matt.kuhlenschmidt_orion_dev Temp fix for broken post process volumes #rb none #tests none Change 3063166 on 2016/07/25 by Daniel.Lamb@daniel.lamb_T3905_6612 Added check to Redirect collector resolve string asset references. #rb none #test cook paragon Change 3063057 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Use round corners for windows with no system title bar and border only in windowed mode. #rb Peter.Sauerbrei #tests Tested in editor build on PC Change 3063015 on 2016/07/25 by Andrew.Rodham@Andrew.Rodham_Orion Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. #tests Tested sequencer driven animation with animation assets and (compatible) animation blueprints. Tested some non-sequencer animation. #rb Benn.Gallagher Change 3062774 on 2016/07/24 by Ben.Marsh@Ben.Marsh_T3245_Orion BuildGraph: Fix <Cook> tasks failing when multiple platforms are specified, due to not scanning the output directories separately. #rb none #tests preflight Change 3062761 on 2016/07/24 by Andrew.Grant@andrew.grant.T6730.orion.floating Non-unity fix #rb none #tests compiled Change 3062324 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Skipped a file #rb none #test none Change 3062315 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Allow r.SSR.MaxRoughness in shipping builds. Art has been tweaking with this value, but it's not being honored in shipping. #rb none #tests adjusted settings in agora_p Change 3062306 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral HLOD distance scalability option (r.HLOD.DistanceScale) Higher values make HLODS transition further away. #rb Michael.Noland #tests Tested in agora_p Change 3061861 on 2016/07/22 by Lina.Halper@Lina.Halper_Orion Fix Compression - Reduce functions to be editoronly #rb: Martin.Wilson #tests: PIE/compile editor build/noneditor Change 3061714 on 2016/07/22 by Andrew.Rodham@Andrew.Rodham_Orion Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. #tests Tested animation with and without anim trails to verify they work in editor, PIE and standalone game with and without sequencer open. Rendered out the announce trailer before and after my changes to verify there was no change in behaviour. #jira OR-25967 #review-3061494 @Max.Chen #rb Benn.Gallagher Change 3061393 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: sam.zamani compile errors #rb none #tests compile #ROBOMERGE-SOURCE: CL 3061392 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3061384 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: andrew.grant Fixed build breakage #rb none #tests compiled PS4 client #ROBOMERGE-SOURCE: CL 3061383 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3060894 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion, #OnlineSubsystem, #OnlineGameplayFramework - Game catalog supports Price Engine sales on real-money offers #rb Sam.Zamani #tests Real-money offers that are on sale show the correct sale price / discount display #jira OR-21659 #ROBOMERGE-SOURCE: CL 3060891 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3060272 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion Fix compile issue of non editor build #rb: none #tests: compile Change 3060161 on 2016/07/21 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Duplicate 3046845 CVAR threading crash fix. #rb none #tests compiled, ran ps4 Change 3060012 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion - Back out changelist 3056611 - Fix additive issue and built the new animation DDC #rb: Martin.Wilson #tests: Jump_Recovery_Additive, PIE Change 3060009 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream When receiving NotLeader party join rejection, include the new leader id and re-attempt the join to the new leader #jira OR-25648 #rb bart.bressler #tests frontend parties with promotions, coop matchmaking Change 3059989 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating Fixes for applocal redist #rb none #test built locally Change 3059832 on 2016/07/21 by Martin.Wilson@MartinWilsonOrionStream Fix graph linked external object saving error on re-compressed animations (dup from dev-framework CL ) #jira UE-33567 #rb Thomas.Sarkanen #tests In editor testing that animations can be recompressed and saved Change 3059803 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating Switching Orion, UnrealCEFSubProcess, and CrashReporterClient to build with VS2015 Added AppLocalPrerequisitesDirectory editor setting that is passed in -applocaldir during staging WinPlatformAutomation now stages applocaldir to project and engine binaries Updated OrionBuild.xml to specify -applocaldir #codereview Jeff.Campeau, Ben.Marsh #rb none #tests build client locally and verified DLLs are local to executables Change 3059707 on 2016/07/21 by David.Ratti@David.Ratti_G6218_Orion.Dev-General fix case where DefaultGameplayTags.ini fails to update if not checked out from source control #rb none #tests add tags without source control Change 3059679 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream Fix nonunity compile error due to OnlinePresenceInterface.h requiring enum defined in OnlineSubsystemTypes.h #rb paul.moore #tests compile with OrionFriendItem.cpp modified Change 3059518 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating AppLcoalDependencies required by VS2015 Change 3059477 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3059419 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3059476 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3059455 on 2016/07/21 by Graeme.Thornton@GThornton_Orion_DevGeneral Linux build fix (bad case on #include filename) #rb robert.manuszewski #tests compiled Paragon on a linux machine Change 3059258 on 2016/07/21 by Simon.Tovey@Simon.Tovey_OrionDev Implementing 3050352 in Dev-General. #rb none #tests Editor #codereview Marcus.Wassmer Change 3058989 on 2016/07/21 by Michael.Noland@mnoland_T2801_OrionStream Audio: Disabling the audio thread to prevent a crash in async line trace code (it is already disabled in UE4 main) #rb none #codereview andrew.grant, ori.cohen Change 3058773 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion - Remove QoS* from junk manifest #review-3058772 @Rob.Cannaday #rb none #tests QoS module doesn't get nuked every build #ROBOMERGE-SOURCE: CL 3058771 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3058717 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612 Added submitted CL to success email for rebuild lighting commandlet. Removed nosimplygon from resave lighting commandlet commandline. #rb Daniel.Wright #test rebuildlighting paragon devgeneral. Change 3058565 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Orion - Fix debug/non-development builds #rb Rob.Cannaday #tests it builds (and doesn't crash on login) on Debug Editor -debug -game! #ROBOMERGE-SOURCE: CL 3058563 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3058082 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612 Added error to the lighting build whent it fails to build. #test Rebuild lighting commandlet #rb Daniel.Wright Change 3057945 on 2016/07/20 by Andrew.Grant@andrew.grant.T6730.orion.floating Fix for NAN issue introduced in 3032847 #rb Jeff.Farris #tests none Change 3057840 on 2016/07/20 by David.Ratti@David.Ratti_G6218_Orion.Dev-General fix developer tags not properly adding to perforce when creating a new file #rb none #tests developer tags Change 3057553 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3057330 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3057549 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3057313 on 2016/07/20 by bruce.nesbit@BNesbit_Orion_Stream_1 Fixed shadowvariable in FAnalyticsEventEntry #rb none #tests compiled #codereview Wes.Hunt Change 3056802 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Fix issue where replicated map-placed actors with ability system components would cache an incorrect Role value. This could cause predicted gameplay effects in the fast TArray to have MarkItemDirty called on them, which in turn increments the item's ReplicationID, potentially causing a conflict with the server's ReplicationID. Since the Role may not be correct during OnRegister for these components, also cache it BeginPlay. #jira OR-25234 #rb david.ratti #tests golden path, bug repro #ROBOMERGE-SOURCE: CL 3056801 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3056797 on 2016/07/19 by Wes.Hunt@WHUNT-ORION-STREAM OrionAnalytics updates. * Added IAnalyticsProviderET::SetDefaultEventAttributes to use to set the GameSessionID on all Orion Analytics events. * Removed OrionAnalyticsProvider as it was no longer necessary. * Updated all Orion code to use IAnalyticsProviderET directly in the code to be able to access all the new APIs. #rb sam.zamani, jason.bestimt #tests run dedicated server with 10 bot clients, observe analytics events sending correctly. Ran PIE. #jira UE-30980 Change 3056611 on 2016/07/19 by Lina.Halper@Lina.Halper_Orion Fix for additive broken with remove linear key - DDC key has been changed, so it will require to build DDC from this #rb: Martin.Wilson #tests: Jump_Recovery_Additive in editor, and PIE Change 3056226 on 2016/07/19 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream extended gameplay debugger's ability category to show locally owned gameplay tags #orion #rb none #tests PIE Change 3056204 on 2016/07/19 by Jeff.Campeau@jeff.campeau_3753_Orion Fix offset rendering of maximized borderless game window on Windows. #review-3055205 @michael.trepka #rb Michael.Trepka #tests Tested in editor build on PC (editor window normal and maximized, game window borderless normal and maximized, game window bordered normal and maximized). Change 3056028 on 2016/07/19 by Rob.Cannaday@rob.cannaday_orion-stream Add moved modules to JunkManifest.txt Change 3055650 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - ACTUAL Merge 29.2 @ CL 3055553 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3055647 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3055620 on 2016/07/19 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN Attempts to fix rare server crashes (OR-24947, OR-24952). - Rearranging to avoid AddDefaulted(), that might be triggering a compiler bug (conjecture). #rb Steve.Robb #codereview Steve.Robb #tests Compiled Windows client and Linux server, played a match. Change 3054587 on 2016/07/18 by Andrew.Grant@andrew.grant.T6730.orion.floating Merging from //UE4/Main @ 3043787 through //UE4/Orion-Staging #rb none #tests Smoked by engine and dev QA Change 3054491 on 2016/07/18 by Frank.Gigliotti@Frank.Gig_T4217_Orion_Stream Removed warning when client miss-predicts ability activation. * It is valid for the client to miss-predict. Warning was only added to track down a bug. #CodeReview David.Ratti #RB None #Tests None Change 3053850 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General Missed checkins on ability system engine work: -Register debug delegate on module startup for easier debugging -Fallback to actor location if no hit impact is specified in default engine GC notify class #rb none #tests ability system sample project Change 3053825 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General Fix issue where config file not actually flushed at right time when adding new tags Fix issue where orion projecetile tags that are auto generated was generating tags for non gameplay tag properties #rb DanY #codereview Dan.Youhon #tests pie Change 3053438 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General -Remove developer tags from master tag list before saving to ini file -inline some stuff (wip for gc tag translator system) #rb none #test adding tags Change 3053414 on 2016/07/18 by Robert.Manuszewski@Robert_Manuszewski_NCL_Orion Fixing rare crash when async loading objects caused by linker being detached too early (before other package's import has been fully processed) #jira OR-24955 #jira OR-25183 #rb Graeme.Thornton #tests Win64 cooked client golden path (solo vs AI) Change 3052009 on 2016/07/15 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN Overhaul of behavior of headless applications (server, client) (OR-23529). - Removed FApp::ShouldUseNullRHI(). Rationale: FApp::CanEverRender() answers a higher level question and the code shouldn't predicate on the type of RHI used. - Multiple code paths updated to prevent code execution on headless clients (some of this is optimization, some was causing crashes). - Most of these changes originated from a shelved CL by BradA. #rb Michael.Noland #codereview Michael.Noland, Brad.Angelcyk, Andrew.Grant, Chris.Wood, Matt.Schembari #tests Cooked Windows client and server, Linux client and server. Ran Windows client and server, played a match, ran Linux bot (headless client, requires local changes not in this CL), ran the Windows editor (tried PIE). Change 3051926 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Reinstate color grading changes. Fix broken config file. #rb none #tests Agora_p color grading and warning check Change 3051759 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Don't record predicted elements of fast TArrays into client replays. Fixes issue where the client was incrementing the ReplicationID of predicted elements, potentially conflicting with the IDs of elements received by the server. #jira OR-25234, OR-25413, OR-25403 #tests golden path, bug repo using 'net pktlag', replays #rb john.pollard, david.ratti #ROBOMERGE-SOURCE: CL 3051758 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3051702 on 2016/07/15 by Daniel.Lamb@daniel.lamb_T3905_6612 Added jordan walker to rebuild lighting emails. Removed peter.sauerbrei. #rb Peter.Sauerbrei #test none Change 3051661 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ben.marsh Merging support for precompiled binaries in CIS from Release-29. #rb none #tests none #ROBOMERGE-SOURCE: CL 3051660 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3051466 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral Allow seamless upgrade from FVector -> FVector4 for UProperties. #rb Robert.Manuszewski #tests Color grading property changes. Change 3050680 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ian.fox #Mcp, #Orion - Fix initalization values of CatalogServiceMcp #rb none #tests Real money offers show in the store again #ROBOMERGE-SOURCE: CL 3050563 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050520 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - MERGING DUI @ CL 3047139 #RB:none #Tests:none [CodeReviewed]: kerrington.smith, dan.hertzka, matt.schembari, benjamin.crocker, jaymee.stanford, alex.conner #ROBOMERGE-SOURCE: CL 3050519 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050465 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ryan.gerleve Don't check IsClientOnly() to detemine whether a player controller is local or not. For client replay recording, the replay spectator controller should not return true from IsLocallyControlled(). This change fixes that case in client builds. Fixes issue where the SignificanceManager was using the replay spectator to influence significance values, causing them to be incorrect for the game player controller. #jira OR-25258 #tests bug repro, golden path, replays #rb john.pollard [CodeReviewed] zak.middleton, josh.markiewicz #ROBOMERGE-SOURCE: CL 3050462 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3050326 on 2016/07/14 by Dan.Youhon@Dan.Youhon.Paragon Set CameraLensEffects position before activation so that initial significance values are correct, specifically to fix quick camera lens effects being culled out due to incorrect significance #OR-18321 - Moves location determination code from AEmitterCameraLensEffectBase::UpdateLocation into a separate static GetAttachedEmitterTransform function, which is now called both from UpdateLocation and in APlayerCameraManager::AddCameraLensEffect to determine SpawnTransform for the LensEffect SpawnActor call - Unshelved from Jeff.Farris. Thanks Jeff! #rb Dan.Youhon #tests MultiPIE #codereview Jeff.Farris Change 3049749 on 2016/07/14 by Daniel.Lamb@daniel.lamb_T3905_6612 Added skipskin verify to rebuild lighting commandlet. #rb None #test Rebuild lighting commandlet Change 3049728 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: buildmachine Remove simplygon from rebuild lighting commandlet #rb none #test rebuild lighting #ROBOMERGE-SOURCE: CL 3049727 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3049721 on 2016/07/14 by buildmachine@buildmachine_Z4560_OrionDevGeneral Remove simplygon from rebuild lighting commandlet #rb none #test rebuild lighting Change 3049325 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating Back out changelist 3049037 due to incompatibility with current assets #rb none #tests Cooked content and verified warnings & errors are gone. #codereview Marcus.Wasmer, Brian.Karis, HaarmPieter.Duiker Change 3049319 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating More work on content filtering (still disabled) #rb none #tests cooked content and verified filtered content is not found. Change 3049298 on 2016/07/13 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2/29 @ CL 3049113 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3049296 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3049269 on 2016/07/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion Constified FObjectFinder::Succeeded because why not #UE4 #rb none #test golden path Change 3049104 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating Created delegate for object name resolution and moved existing package localization code to use it. Orion code to filter out unreleased heroes and other data, but correnty disabled due to a cooking bug. #rb none #tests ran editor, ran cooker, verified object resolution is equivalent to before. Change 3049037 on 2016/07/13 by HaarmPieter.Duiker@HPD-Dev-General Adding shadows, midtones and highlights color correction controls #rb brian.karis, marcus.wassmer #tests "postprocess color correction" Change 3048457 on 2016/07/13 by Cody.Haskell@OrionStream #UE4 - Adding a delegate that fires off when LastUserInteractionTime is updated #codereview Matt.Kuhlenschmidt #rb none #tests PIE Change 3048420 on 2016/07/13 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN Fix double #undef LOCTEXT_NAMESPACE in editor case. #rb none #codereview Nick.Darnell, Andrew.Grant #tests Compiled Linux editor (for running -server). Change 3047891 on 2016/07/13 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Rollback //Orion/Dev-General/Engine/Source/Runtime/Core/Private/Windows/WindowsWindow.cpp to revision 12 #rb none #tests Tested in editor on PC Change 3047216 on 2016/07/12 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN Changes to Linux application specific to Linux client. #rb none #codereview Brad.Angelcyk #tests Ran Paragon Linux client (headless) locally. Change 3047140 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating Fix for PS4 #rb #tests na Change 3047107 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating Moved timeguards out of stats.h #rb none #tests compiled editor & shipping client Change 3046996 on 2016/07/12 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion Don't check bTearOff when deciding whether to swap roles for client replay recording and improve the comment. Fixes an assert that could occur if a torn-off actor happened to get recorded into a checkpoint of a client replay. #tests golden path #rb john.pollard Change 3046975 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons. #codereview Dan.Hertzka #rb Jeff.Campeau #tests Tested in editor build on PC Change 3046812 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev New UI for selecting fullscreen mode in Paragon video settings #rb Dan.Hertzka #tests Tested in editor build on PC Change 3046803 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Added an option to WindowTitleBarArea widget to make it toggle fullscreen mode instead of maximizing the window. #rb Dan.Hertzka #tests Tested in editor build on PC Change 3045374 on 2016/07/11 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral Fix assert in channel cleanup code that could occur if the connection was cleaned up, and there were KeepProcessingActorChannelBunchesMap in-flight still #rb RyanG #tests Replays Change 3044696 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612 Added additional checks to ResavePackagesCommandlet so people don't miss the required allowcommandletrendering flag when using buildlighting option. #test rebuild lighting using resave packages paragon #rb None Change 3044690 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612 Changed MBWritten cooker stats to report mb instead of bytes... #rb Wes.Hunt. #test cook paragon. Change 3044439 on 2016/07/11 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2 @ CL 3043960 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3044428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) [CL 3070724 by Andrew Grant in Main branch]
2016-07-29 17:10:25 -04:00
SendCompletionMessage(true, String.Format( "Successfully rebuilt lightmaps to cl {0}.", SubmittedCL ));
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
}
catch (Exception SendMailEx)
{
LogError("Failed to notify that build succeeded: " + SendMailEx.Message);
}
}
/**
* Notify stakeholders of the commandlet results
*/
void SendCompletionMessage(bool bWasSuccessful, String MessageBody)
{
if (StakeholdersEmailAddresses != null)
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
{
MailMessage Message = new System.Net.Mail.MailMessage();
Message.Priority = MailPriority.High;
Message.From = new MailAddress("unrealbot@epicgames.com");
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
string Branch = "Unknown";
if (P4Enabled)
{
Branch = P4Env.Branch;
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3358916) #lockdown Nick.Penwarden Change 3358916 on 2017/03/22 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3357395 on 2017/03/21 by Daniel.Lamb Added some more custom stats to the cooker. Only cook the english cook culture when we are running local builds. #!rb Trivial #!test Iterative shared cooked builds paragon Change 3357377 on 2017/03/21 by Daniel.Lamb Added support for packages which fail to load to the package dependency info module #!rb Trivial #!test Cook paragon Change 3356838 on 2017/03/21 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!3rb #!tests na Change 3355306 on 2017/03/20 by Daniel.Lamb Switched PackageDependencyInfo to using Guid instead of entire package hash when generating dependency info. Stopped cooker from collecting garbage while in the editor. Iterative cooks don't resolve string asset references for startup packages. #!rb Trivial #!test Shared precooked build paragon Change 3354527 on 2017/03/20 by Wes.Hunt AnalyticsProvider::SetUserID will now flush any pending events before changing the ID. #!jira AN-1660 #!fyi josh.markiewicz,david.nikdel #!rb josh.markiewicz #!tests ran client connected to Solo vs. AI server Change 3353852 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #!jira OR-36843, UE-42975 #!rb Martin.Wilson #!tests Editor PIE, -game hero gallery Change 3353048 on 2017/03/18 by Jeff.Williams #!ORION_DG - Merge MAIN @CL 3353033 Change 3352845 on 2017/03/17 by Daniel.Lamb Renamed the ConvertRenderTargetToTexture2D function so that it's obvious it's a editor only feature. #!rb Daniel.Wright #!test Editor paragon Change 3352544 on 2017/03/17 by Daniel.Lamb ADded support for ignoring ini settings incompatbilities when using shared cooked builds. #!rb Trivial #!test Shared cooked build paragon Change 3352285 on 2017/03/17 by Daniel.Lamb Fix client side compilation error to do with render texture conversion function #!rb Trivial #!test Compile Paragon Change 3352141 on 2017/03/17 by Daniel.Lamb Added support for blueprint function to convert a rendertexture to a texture. #!rb Daniel.Wright #!test Run in the editor Change 3351612 on 2017/03/17 by Andrew.Grant Expand EngineDir and ProjectDir variables during AppLocal deployment #!tests Jamie verified packaging Orion via the editor works now #!rb Jamie.Dale Change 3350470 on 2017/03/16 by Laurent.Delayen Fix for PS4 compile. #!rb none #!tests PS4 + non unity Change 3350237 on 2017/03/16 by Andrew.Grant Pak-mounting fix from Dev-Core for OR-36896 #!tests na #!rb GIl.Gribb Change 3350079 on 2017/03/16 by Laurent.Delayen Added 'AnimNotify_PlayMontageNotify' and 'AnimNotify_PlayMontageNotifyWindow' to forward notifies Begin/End to 'PlayMontage' AsyncTask. #!rb lina.halper #!tests Yin's BP Change 3349694 on 2017/03/16 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing copy/paste actions for properties embedded within IDetailGroup header rows #!rb Matt.Kuhlenschmidt #!tests Copy/paste on skin variant primary override rows #!ROBOMERGE-SOURCE: CL 3349513 in //Orion/Dev-REGS/... via CL 3349675 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3349560 on 2017/03/16 by David.Ratti Update GameplayTagReferenceHelper to pass in raw data for owner struct (Rather than having caller pass raw 'this' to delegate). Fixes crashes with resizing lists while making calling code less crappy (avoid having to implement copy cstor and operator to fixup delegate). Added GameplayTagReferenceHelper to gameplay cue classes. #!rb none #!tests editor Change 3349305 on 2017/03/16 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests compiled #!rb na Change 3349189 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #!rb Martin.Wilson #!jira OR-36680 #!tests PS4 cooked OrionEntry with Shinbi Change 3348659 on 2017/03/15 by Daniel.Lamb Fix compilation errors. #!rb None Change 3348646 on 2017/03/15 by Andrew.Grant Unshelved from pending changelist '3347778': <description: restricted, no permission to view> Change 3348636 on 2017/03/15 by Daniel.Lamb Fixed issue with rebuildlighting commandlet not checking out separate lighting files. #!rb None #!test ResavePackages commandlet Change 3348559 on 2017/03/15 by Daniel.Lamb Fixed up some iterative ini settings blacklist configs. #!rb Trivial #!test Iterative Cook paragon Change 3348379 on 2017/03/15 by Laurent.Delayen Added simple Async Node 'Play Montage' to use outside of gameplay abilities. #!rb none #!tests none Change 3348035 on 2017/03/15 by Ben.Salem Switch automationcheckpoint to being a .log file. Unblocks running on packaged builds in paragon. #!rb none #!tests ran oh so very many tests with the changes. Change 3345982 on 2017/03/14 by Zak.Middleton #!orion - OR-36422: Clamp client net send rate for character movement to 60Hz (down from 90). Integrates CL 3345771 from Dev-Framework which adds engine support for specifying the rate parameters, and sets them in Orion DefaultGame.ini to 1/60 second. #!jira OR-36422 #!tests multi-PIE dedicated server, various framerates, net lag, etc. #!rb Laurent.Delayen #!codereview Laurent.Delayen Change 3345134 on 2017/03/14 by Jordan.Walker mono work Change 3344857 on 2017/03/14 by Martin.Wilson Missing includes for transactor header #!rb none Change 3341860 on 2017/03/10 by Chris.Bunner Partial revert of CL 3339904. Fixed material translation error with multiple connections from custom interpolator nodes. #!rb None #!tests Editor, Known trouble materials with interpolator nodes, With/without material functions Change 3341759 on 2017/03/10 by Daniel.Lamb Fixed up NetworkCompatible version so that it works with UGS. #!rb Trivial #!test Cook ps4 paragon. Change 3341616 on 2017/03/10 by Josh.Markiewicz #!UE4 - added define for OGS feature #!rb none #!codereview sam.zamani #!tests compiles Change 3341612 on 2017/03/10 by Josh.Markiewicz #!UE4 - removed old define #!tests compiles Change 3340180 on 2017/03/09 by Daniel.Lamb Integrate fix for sync loading from main to Dev General. #!rb Ben.Zeigler Change 3339904 on 2017/03/09 by Chris.Bunner Fixed material translation error when custom interpolator node hooked to multiple function outputs. #!rb None #!tests Editor Change 3339280 on 2017/03/09 by Josh.Markiewicz #!UE4 - removed WebBrowser moduel dependency on OnlineSubsystem - added 2 functions to online engine interface #!codereview sam.zamani, ben.marsh Change 3338654 on 2017/03/08 by Daniel.Lamb Fixed up some issues with iterative ini settings. Added support for target platforms exposing which audio formats they use so they can match up supported formats with different machines. #!rb None #!test Cook paragon iteratively Change 3336989 on 2017/03/08 by Ben.Marsh Merging CL 3336693 from Dev-Core: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. #!rb none Change 3336135 on 2017/03/07 by Michael.Trepka Hide GameLayerManager's title bar on exiting PIE #!rb Dan.Hertzka #!tests Tested in the editor on Windows Change 3335324 on 2017/03/07 by Aaron.Eady Chat; Adding AddedItem, CompletedItem, and DiscardedItem to the chat message type enum so we can control the color for each. Set the colors in the Social asset. Creating client record settings for turning on/off the added item, completed item, and discarded item in chat. Put these in the gameplay settings menu. Added horizontal boxes to the gameplay settings menu because we are running out of space. Added a vertical scroll bar to the gameplay settings menu but it doesn't seem to show. Also fixed the horizontal scroll bar at the bottom to be horizontal instead of vertical. #!rb Matt.Schembari #!tests MCP, PIE #!lockdown Nicholas.Davies #!RN Change 3333541 on 2017/03/06 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3333512 #!RB:none #!Tests:none #!codeReview: cameron.winston Change 3332578 on 2017/03/04 by Andrew.Grant Temp Disabled wrong-looking warning #!tests #!rb na #!ROBOMERGE: Main Change 3332555 on 2017/03/04 by Andrew.Grant Proper fix for Tencent DLL issue #!tests #!rb na #!ROBOMERGE: Main Change 3332552 on 2017/03/04 by Andrew.Grant Fix for Tencent DLL issue while staging #!tests none #!rb none #!ROBOMERGE: Main Change 3332216 on 2017/03/03 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3332168 #!RB:none #!Tests:none Change 3332060 on 2017/03/03 by Daniel.Lamb Fixed issue with AsyncLoading code eventually flushing async loading while in async loading... This causes all kinds of cool stuff like objects on the stack corruption and also deleted memory accesses. #!rb Gil.Gribb. #!test Editor and -game Change 3331680 on 2017/03/03 by Jason.Bestimt #!ORION_MAIN - Merge MAIN @ CL 3331636 #!RB:none #!Tests:none #!codeReview: andrew.grant Change 3331412 on 2017/03/03 by James.Hopkin #!orion Rebuilt OpenSSL libs for PS4 to fix process termination due to SIGPIPE on closing websockets Source change committed in CL#!3331380 #!jira OR-36274 #!fyi Paul.Moore Change 3331375 on 2017/03/03 by Sam.Zamani fix dll path for tenproxy #!rb none #!tests none Change 3330953 on 2017/03/02 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3330924 [STOMPED ChestOpeningScreen.uasset] #!RB:none #!Tests:none #!codeReview: bryan.rathman, phil.buuck, matt.schembari, andrew.grant Change 3330646 on 2017/03/02 by Andrew.Grant Warning and non-unity fix #!tests compiled #!rb none Change 3330388 on 2017/03/02 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3329982 on 2017/03/02 by Sam.Zamani fixed updated module rules #!rb none #!tests regen projects Change 3329964 on 2017/03/02 by Sam.Zamani Copying //Tasks/Orion/Dev-Online-Tencent to Dev-General (//Orion/Dev-General) 3245325 Adding new OSS for Tencent online platform 3245448 tencent third party SDK TCLS proxy functionality #!rb none 3245474 missing include #!rb none 3249585 TCLS tenproxy.dll in thirdparty bin folder #!rb none 3249726 Load TenProxy.dll for TCLS integration New OSS Tencent #!rb none 3255571 tencent configs #!rb none 3255826 Tencent TCLS paragon launcher #!rb none 3256168 TCLS launch batch update cmd line options #!rb none 3256170 Added "TencentLive,TencentDev" MCP config entries #!rb none 3256504 xmpp config update #!rb none 3273168 skip login steps for tencent config update #!rb none 3279427 #!xmpp add option to use plain text auth 3279428 disable ssl and use plain text auth for XMPP connection temporary until we have a valid cert setup on Tigase deployment 3281566 enabled OSS tencent this will also be the toggle for detecting when to enable tencent functionality at runtime 3283103 differentiate between tencent dev/live environments disable QoS region selection for tencentdev 3283106 lower http verbosity 3283734 config updates 3285066 disable replays and mtx for tencent build 3291005 #!online,mcp service config bEnabled flag to toggle individual services as needed 3291006 explicitly mark unneeded Mcp services as disabled 3291108 allow replay tab to be disabled via UOrionRuntimeOptions.bEnableReplays=false 3291492 disable recording of replays for tencent mode 3292750 disable replay tab based on bEnableReplays=false 3292753 new orion runtime option bDisallowCoinPurchases if true, prevents coins from being available for purchase 3292755 diable mtx coin offers if bDisallowCoinPurchases=true 3292759 missing header 3293246 disable query for available friend codes if bEnableFriendCodes=false 3293250 temp usage of NULL analytics provider 3298025 Adding optional RegionTencent plugin for overriding config files 3298027 ability to override config cache values via plugin config files 3311016 default to TencentDev backend when running in tencent mode 3311017 CMS tencent config 3311022 Rename RegionTencent to RegionCN 3312470 disable links for tencent build 3313014 move tenproxy.dll to \OrionGame\Binaries\ThirdParty\Tencent 3314861 tenproxy 2.0.2.7 update 3314878 default RegionCN plugin to disabled this will only be enabled once the RegionCN.pak is loaded 3314879 TCLS launcher pointing at UE4Editor.exe for development 3315257 missing file 3323573 remove TCLS launcher 3326006 Tencent TLOG SDK 3326277 wrapper singleton class for tenproxy connection 3329180 Tencent support for login flow 3329181 WIP tenproxy connection usage in identity 3329624 wip tcls proxy #!rb none #!tests none Change 3329651 on 2017/03/02 by Andrew.Grant Merging from //UE4/Main @ 3322856 through Orion-Staging #!tests QA #!rb na Change 3329411 on 2017/03/02 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Duplicating CL 3303733 from Dev-Editor (simple fix for a massive issue) - This will prevent any TAssetPtr property from getting stomped by undo/redo (you know those ridiculous store and card art issues? Fixed!) #!lockdown Jason.Bestimt #!rb none #!tests Undo on an item definition asset #!ROBOMERGE-SOURCE: CL 3329404 in //Orion/Release-38.3/... via CL 3329405 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3328858 on 2017/03/01 by Lina.Halper Fixed crash on importing animation that was edited before #!rb: none #!tests: reimport Change 3328459 on 2017/03/01 by Daniel.Lamb When adding new ddc back ends to the hierarchcial ddc make sure to update the async backends lists. #!codereview Gil.Gribb #!test None #!rb Trivial Change 3328182 on 2017/03/01 by Daniel.Lamb Unshelved from pending changelist '3318009': Adding support for shared cooked builds to be downloaded from the network. Included CookedAssetRegistry in the p:\ published builds. #!rb Ben.Marsh Change 3327856 on 2017/03/01 by Frank.Gigliotti Added velocity overrides to FRK4SpringInterpolator; #!RB None #!codeReview Laurent.Delayen #!Tests PIE Change 3327096 on 2017/03/01 by David.Ratti Added generic reference viewer details customization for gameplay tags. Added it to GameplayStatsMetaData. #!rb none #!tests editor Change 3326177 on 2017/02/28 by Daniel.Lamb Added some more debugging information to help track down live issue. #!rb Chris.Bunner #!test Ran editor. Change 3324951 on 2017/02/28 by David.Ratti UDataTable: added AddRow/RemoveRow native functions. #!rb JB #!tests na Change 3323852 on 2017/02/27 by David.Ratti Fix ::RequestAllGameplayTags OnlyIncludeDictionaryTags option #!codereview Ben.Zeigler #!rb #!tests na Change 3323706 on 2017/02/27 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3323694 #!RB:none #!Tests:none Change 3321945 on 2017/02/24 by Jon.Lietz OR-36258 - fixing an issue where gameplay effects that are set to not refresh the period should not allow the execution of a period effect on application. #!RB David.Ratti #!tests golden path #!codeReview: Billy.Bramer, Fred.Kimberley #!RNX Change 3321876 on 2017/02/24 by Daniel.Lamb Fixed erroronEngineContentUse flag not being set properly. #!rb Trivial #!test Cook Paragon. Change 3321591 on 2017/02/24 by Jason.Bestimt #!ORION_DG - MAIN @ CL 3321563 #!RB:none #!Tests:none Change 3321260 on 2017/02/24 by Andrew.Grant Fixed issue that was causing missing string references to not show their referencer #!rb none Change 3321040 on 2017/02/24 by Robert.Manuszewski Merging changes 3316253 and 3319134 from Dev-Core: fixes to file log hangs and crashes. #!rb none #!tests Cooked Win64 server and client, played cooked Win64 build Change 3319413 on 2017/02/23 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3319394 #!RB:none #!Tests:none Change 3317905 on 2017/02/22 by Daniel.Lamb Integrate CL 3238291 from Odin Add Plugin content to the asset registry Change the location of AssetRegistry.bin when cooking a plugin as DLC Include AssetRegistry.bin in the cooked plugin staging process Add function to PluginManager to keep list of any plugins that loaded a pak file Use list of plugins with pak files to merge their AssetRegistry.bin files into the main AssetRegistry when it's created #!rb Ben.Marsh #!codereview Chance.Ivey, Daniel.Lamb Change 3317648 on 2017/02/22 by Cody.Haskell Instead of popping an external web browser, we use the SWebBrowser widget on GFN. #!rb DanH #!codereview Andrew.Grant, Dan.Hertzka, Matt.Schembari #!tests PIE Change 3317289 on 2017/02/22 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3317254 #!RB:none #!Tests:none Change 3317186 on 2017/02/22 by Mieszko.Zielinski Fixed items that have been force-scored by an EQS test as 'failed' getting discarted even if the test is being run in scoring-only mode #!UE4 #!test golden path #!rb Lukasz.Furman #!codereview Daniel.Broder, John.Abercrombie Change 3317005 on 2017/02/22 by Daniel.Lamb Submitted wrong version of my file. #!rb Trivial #!test Compile Change 3316958 on 2017/02/22 by Daniel.Lamb Added support in buildcookrun for shared cooked builds. #!rb Trivial #!test BuildCookRun iterative script Change 3316942 on 2017/02/22 by Daniel.Lamb DLC cooking optimization. Optimization to determining package dependency tree, now is async. Fixes for iterate shared cooked build. Added fallback when using shared cooked build to local build if local build is newer. Added DLC cooking warning if you are overriding output directories. Removed previous release packages names from DLC asset registry. Only generate manifest for additional assets instead of all assets. Minor optimization to worst case resolving of string asset references. Only resolve those that haven't been resolved before (only happens when GC thrashing happens). #!rb Andrew.Grant #!test Cook paragon [CL 3365166 by Andrew Grant in Main branch]
2017-03-26 15:18:02 -04:00
foreach (String NextStakeHolder in StakeholdersEmailAddresses)
{
Message.To.Add(new MailAddress(NextStakeHolder));
}
ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.EditorPerProjectUserSettings, DirectoryReference.FromFile(ProjectFullPath), UnrealTargetPlatform.Win64);
List<string> Emails;
Ini.GetArray("RebuildlightingSettings", "EmailNotification", out Emails);
foreach (var Email in Emails)
{
Message.CC.Add(new MailAddress(Email));
}
Message.Subject = String.Format("Nightly lightmap rebuild {0} for {1}", bWasSuccessful ? "[SUCCESS]" : "[FAILED]", Branch);
Message.Body = MessageBody;
/*Attachment Attach = new Attachment();
Message.Attachments.Add()*/
try
{
#pragma warning disable CS0618 // Mono 4.6.x obsoletes this class
SmtpClient MailClient = new SmtpClient("smtp.epicgames.net");
MailClient.Send(Message);
#pragma warning restore CS0618
}
catch (Exception Ex)
{
LogError("Failed to send notify email to {0} ({1})", String.Join(", ", StakeholdersEmailAddresses.ToArray()), Ex.Message);
}
}
}
#endregion
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
// Member vars used in multiple steps.
#region RebuildLightMaps Property Set-up
// Users to notify if the process fails or succeeds.
List<String> StakeholdersEmailAddresses
{
get
{
String UnprocessedEmailList = ParseParamValue("StakeholdersEmailAddresses");
if (String.IsNullOrEmpty(UnprocessedEmailList) == false)
{
return UnprocessedEmailList.Split('+').ToList();
}
else
{
return null;
}
}
}
// The Changelist used when doing the work.
private int WorkingCL = -1;
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
// The target name of the commandlet binary we wish to build and run.
private String CommandletTargetName
{
get
{
return ParseParamValue("CommandletTargetName", "");
}
}
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
// Process command-line and find a project file. This is necessary for the commandlet to run successfully
private FileReference ProjectFullPath;
public virtual FileReference ProjectPath
{
get
{
if (ProjectFullPath == null)
{
var OriginalProjectName = ParseParamValue("project", "");
var ProjectName = OriginalProjectName;
ProjectName = ProjectName.Trim(new char[] { '\"' });
if (ProjectName.IndexOfAny(new char[] { '\\', '/' }) < 0)
{
ProjectName = CombinePaths(CmdEnv.LocalRoot, ProjectName, ProjectName + ".uproject");
}
else if (!FileExists_NoExceptions(ProjectName))
{
ProjectName = CombinePaths(CmdEnv.LocalRoot, ProjectName);
}
if (FileExists_NoExceptions(ProjectName))
{
ProjectFullPath = new FileReference(ProjectName);
}
else
{
var Branch = new BranchInfo(new List<UnrealTargetPlatform> { UnrealBuildTool.BuildHostPlatform.Current.Platform });
var GameProj = Branch.FindGame(OriginalProjectName);
if (GameProj != null)
{
ProjectFullPath = GameProj.FilePath;
}
if (!FileExists_NoExceptions(ProjectFullPath.FullName))
{
throw new AutomationException("Could not find a project file {0}.", ProjectName);
}
}
}
return ProjectFullPath;
}
}
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
#endregion
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3497164) #lockdown Nick.Penwarden #rb none ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3433074 by Matt.Kuhlenschmidt Fix crash when clicking on certian tutorial blueprints. #jira UE-44593 Change 3433075 by Matt.Kuhlenschmidt Remove hittest grid log spam. The underlying problem causing this has been fixed Change 3433077 by Matt.Kuhlenschmidt Fix lighting becoming unbuilt when mesh painting #jira UE-44837 Change 3433081 by Matt.Kuhlenschmidt PR #3553: Crashfix for static array properties (Contributed by Pierdek) Change 3433104 by Alexis.Matte Make sure re-import skeletal mesh follow the import morph option #jira UE-42846 Change 3434825 by Matt.Kuhlenschmidt Fix crash when GC happens while the vr editor radial menu is open. Change 3434831 by Matt.Kuhlenschmidt Added missing file Change 3434868 by Shaun.Kime If you have a reroute node between a Material Function texture input and its usage, the parent material will fail to resolve the reroute node. #jira ue-44670 Change 3434998 by Alexis.Matte Meshes editors material/section panel are now fully transactional - Staticmesh editor: section material slot, section cast shadow, section collision, material slot instance, material slot name - Skeletal mesh editor: material slot instance, material slot name Also fix some transaction description #jira UE-44462 Change 3435195 by Jamie.Dale Fixed incorrect handling of some LTR scripts that require shaping These scripts need to go through HarfBuzz, and this also fixes a case where HarfBuzz wasn't applying font scale correctly. #jira UE-44767 Change 3435199 by Jamie.Dale Fixed some crashes/artifacts with bidirectional text It was possible for a line to compute an incorrect range, which could cause crashes or other highlighting issues. The highlighting logic has also been updated as the old code didn't handle all bidirectional cases correctly. Change 3435200 by Jamie.Dale Fixed a grapheme cluster metrics issue in the font editor viewport The viewport also now respects the default shaping method CVar. Change 3435771 by Alexis.Matte Fix degenerated bounds calculation for skeletalmesh when the skeleton is remove from a re-import (PhysicAsset API change, adding 1 function) #jira UE-44609 Change 3436856 by Jamie.Dale Added some missing Unicode block ranges Change 3436914 by Jamie.Dale Adding some missing combining character ranges to the text shaper Change 3436923 by Alexis.Matte PR #3463: Get bounds for all triangles, not just the first one. WedgeIndex was . (Contributed by DaveC79) #jira UE-43764 Change 3436948 by Jamie.Dale Updated the Portal to use the predefined Unicode block ranges Change 3436961 by Max.Chen Sequencer: Show camera shake/anim track menus even if there aren't any assets. Change 3437244 by Max.Chen Sequencer: Clear locked cameras when releasing Sequencer. #jira UE-44967 Change 3437515 by Arciel.Rekman UBT: improvements for LocalExecutor. - Larger number of parallel jobs on 16GB+ machines. - Use WaitForExit() instead of polling. - Tested on Linux and Mac. Change 3437629 by Matt.Kuhlenschmidt Improve asset import data display in static and skeletal meshes Change 3438047 by Arciel.Rekman Fix overlapping ranges being passed to memcpy(). Change 3438822 by Yannick.Lange ViewportInteraction: Move gizmo handle files to make them private. Change 3438906 by Matt.Kuhlenschmidt PR #3556: Git Plugin: fix new option "init Git LFS" that make assets read-only (master/UE4.17) (Contributed by SRombauts) Change 3438907 by Matt.Kuhlenschmidt PR #3565: add -quality option to buildlighing commandlet (Contributed by kayama-shift) Change 3438908 by Matt.Kuhlenschmidt PR #3558: UE-44862: Always update SColorPicker color on OK button (Contributed by projectgheist) Change 3439393 by Matt.Kuhlenschmidt Force highest LOD for highres screenshots Change 3439819 by Matt.Kuhlenschmidt Turned FAssetData into a struct for some upcoming script exposure of FAssetData Change 3439949 by Arciel.Rekman Fixed selection logic for the UE4_LINUX_USE_LIBCXX environment variable. - Allows disabling libc++ by setting the variable to 0. - Pull request #3576 contributed by jared-improbable. Change 3441078 by Jamie.Dale The culture/language/locale console commands are now available in all build configs Change 3441109 by Jamie.Dale Text containing surrogate pairs now runs through HarfBuzz when shaping in Auto mode This is needed as the kerning-only shaping code assumes that everything is within the BMP Change 3441275 by Matt.Kuhlenschmidt Disable spinning on location and scale. These dont work because we have no notion of infinite spinning Change 3442748 by Yannick.Lange ViewportInteraction: Remove unused console variables. Change 3442775 by James.Golding Add support for editing MaterialFunctions to MaterialEditingLibrary Pull Material recompile/update code into UMaterialEditingLibrary::RecompileMaterial Pull MaterialFunction update code into UMaterialEditingLibrary::UpdateMaterialFunction util Move RebuildMaterialInstanceEditors to UMaterialEditingLibrary Added test content for Material/MaterialFunction editing Add needed BlueprintReadWrite to expressions (constants, function input/output) Expose UMaterialExpressionMaterialFunctionCall::SetMaterialFunction to BP, rename old func (which takes old function) to SetMaterialFunctionEx, also expose GetInputNameWithType Change 3442779 by James.Golding Fix header order Change 3442817 by Yannick.Lange ViewportInteraction: Add can execute checks for level editor commands. Change 3443038 by Michael.Dupuis #jira UE-43377: When you select a foliage actor we will move all instance contained in it to the new level as we can't move a foliage actor Only permit moving foliage instance if there is some selected Change 3443855 by Michael.Dupuis #jira UE-44885: Unregister from PerModuleDataObjects when the object is destroyed Change 3446096 by Max.Chen Sequencer: Add OnFinished() event when a level sequence completes playback #jira UE-45173 Change 3446097 by Max.Chen Sequencer: Evaluate one last time before the sequence is torn down and reset #jira UE-45174 Change 3446242 by Jamie.Dale Fixed caret not appearing in empty text layouts Caret selections have no range, and therefore have no width Change 3446361 by Matt.Kuhlenschmidt Fix WITH_EDITOR only functions causing generated code compile errors when the all functions on the class are WITH_EDITOR Change 3446457 by Alexis.Matte Polish the speed tree import dialog #jira UE-44963 Change 3446946 by Michael.Trepka Modified FWindowsWindow::GetRestoredDimensions to return correct window position for normal windows for which GetWindowPlacement returns position in workspace coordinates #jira UE-37934 Change 3447543 by Arciel.Rekman Reduce VMAs on Linux. - Trades off increased address space (VIRT in terms of ps/htop) for smaller number of distinct mappings (VMAs, virtual memory areas). This decreases possibility to run into vm.max_map_count limit on Linux. - Tested on Linux and Mac. Change 3448468 by Arciel.Rekman Fix race condition during creation of GMalloc. - On Mac GMalloc can be created on two different thread that are racing with each other - app's main thread and a system thread. Change 3449012 by Max.Chen Sequencer: Add time to transform, color and vector key structs so that key times are editable from the key editors. #jira UE-45089 Change 3449018 by Max.Chen Sequencer: Add OnCameraCut event that fires when there is a camera cut. #jira UE-45137 Change 3449195 by Max.Chen Sequencer: Add setting for limit scrubbing to playback range. #jira UE-43502 Change 3449198 by Max.Chen Sequencer: Reorder hierarchical bias so that group priority takes precedence. Change 3449217 by Max.Chen Sequencer: Add setting to activate realtime viewports when in sequencer. Change 3449219 by Max.Chen Sequencer: Focus on search boxes when opened. Change 3449238 by Max.Chen Sequencer: Assign actor should replace the actor itself after it has updated all the components. Also, replace components be fullname rather than by class. Change 3449239 by Max.Chen Sequencer: Fix offsets when moving multiple sections. Dragging should be clamped to the bounds that any of the selected sections hits against the unselected sections. Change 3449241 by Max.Chen Sequencer: Restore section selection after full tree rebuild. Change 3449279 by Max.Chen Sequencer: Set movie scene capture frames only when not using custom frames. This allows the user entered frame numbers to persist in config, rather than overwriting them when doing a "Render Shot" Change 3449280 by Max.Chen Sequencer: Spawn in the persistent level. Otherwise, they get spawned into whatever sublevel is current. #jira UE-44552 Change 3449294 by Max.Chen Sequencer: Null check for sequencer ed mode crash. Change 3449297 by Max.Chen Sequencer: Fix delay in sliding values. Mark changed when sliding values. Mark refresh immediately when committing values since OnValueChanged will be called and needs to have the correct value that was refreshed immediately. #jira UE-42866 Change 3449542 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3451507 by Matt.Kuhlenschmidt Fix extra slate uv coords not functioning on ES2 Change 3451510 by Matt.Kuhlenschmidt PR #3595: Fixed wrong colour for level status (Contributed by ronve) Change 3451529 by Alexis.Matte fbx scene importer: Make sure we set INVALID_UNIQUE_ID to node that has no attribute. #jira UE-34410 Change 3451611 by Yannick.Lange ViewportInteraction: Dragging gizmo without second pass for snapped calculations. Change 3452134 by Jamie.Dale Fixed constant font cache flushing if a widget had no font set Change 3452239 by Jamie.Dale Fixed constant font measure flushing if a widget had no font set Change 3452243 by Jamie.Dale Removed deprecated code for creating fonts from bulk data Change 3452277 by Jamie.Dale The concept of "stale" composite fonts is now editor-only Change 3452358 by Alexis.Matte Fbx scene importer: Do not remove existing attribute reference from the blueprint if the reimport of the associate mesh attribute is not tick. #jira UE-45232 Change 3452678 by Max.Chen Sequencer: Fix crash on export if there's no shot data. Change 3453057 by Matt.Kuhlenschmidt Exposed asset exporting to script Change 3453782 by Andrew.Rodham Sequencer: Fixed deterministic cooking issues with movie scene data - Movie scene signatures are now initialized in PostInitProperties - A warning is now presented when attempting to cook old data that was never serialized with a signature. - Removed redundant legacy data upgrade logic that could dirty level sequences on load. #jira UE-44912 Change 3453788 by Yannick.Lange ViewportInteraction: Custom scene proxy for gizmo handles. Change 3453938 by Max.Chen Sequencer: Hotkeys (shift , and shift .) to step to next/previous shot #jira UE-45119 Change 3454058 by Michael.Dupuis Fixed StaticAnalysis Change 3454077 by Max.Chen Sequencer: Fix not saving the pre-animated track value when creating a track/key. On pre object change, broadcast property change so that a track or key can be created. That track/key needs to be evaluated immediately so that the pre-animated state can be saved properly. This is done now with RefreshAllImmediately and is only called when a track has been created. Also, added a return value for OnKeyProperty, so that it's known what changed in particular (ie. track created, track modified, etc) Also, fixed transform keying so that if a transform track already exists for the object or the scene component, the existing track is used. #jira UE-45130 Change 3454108 by Nick.Darnell UMG - Fixing the WIC to properly record cursor delta so that scrollbars work. Change 3454109 by Jamie.Dale Cache the text layout source info in non-shipping builds so you can inspect it in the debugger Change 3454202 by Matt.Kuhlenschmidt Fix bogus error message about the number of usable texture coordinates on ES2 when compiling a UI domain material Change 3454390 by Yannick.Lange Fix creating a plugin in a C++ project opens a second instance of Visual Studio. Use SourceCodeAccessor to open solution when necessary. #jira UE-45035 Change 3454564 by Matt.Kuhlenschmidt #rnx Fix deprecation warnings Change 3455471 by Yannick.Lange ViewportInteraction: Fix entering and exiting VR Mode disables gizmo in desktop editor viewport. #jira UE-44965 Change 3456183 by Max.Chen Sequencer: Auto key, auto track refactor. Auto key - create a key when the property changes and there's an existing track. Auto track - create a track when the property changes. This is only exposed in the level sequence editor. All - create a key and a track when the property changes. This is only exposed in VR Editor. None - do nothing. #jira UE-43469 Change 3456349 by Andrew.Rodham Sequencer: Only perform legacy signature checks on instances, and only where signatures match the CDO Change 3456678 by Alexis.Matte Allow to add null level instance override material via the advance material array. But still limit the override material number to the mesh material number. #jira UE-45306 Change 3456945 by Max.Chen UMG: Add restore state to 2d transform section. #jira UE-45372 Change 3457196 by Arciel.Rekman Linux: serialize allocations from the memory pool. Change 3458434 by Max.Chen Sequencer: Remove obsolete set tick prerequites functions. Change 3458671 by James.Golding Added MIC editing support to MaterialEditingLibrary Fix static analysis warning Change 3458888 by Matt.Kuhlenschmidt PR #3615: More detailed log messages for debugging warnings/errors (Contributed by projectgheist) Change 3458893 by Matt.Kuhlenschmidt PR #3583: UE-44960: Delta value wasn't being used (Contributed by projectgheist) Change 3458895 by Matt.Kuhlenschmidt Fix typo Change 3458902 by Matt.Kuhlenschmidt PR #3607: Improved InputKeySelector functionality (Contributed by projectgheist) Change 3458917 by Matt.Kuhlenschmidt Fix crash with invalid object properties in the class picker #jira UE-39000 Change 3458939 by Matt.Kuhlenschmidt Fix compile error Change 3458984 by andrew.porter QAGame: Initial check in of sequencer smoke test map Change 3459510 by Matt.Kuhlenschmidt Fixed ensure when deleting a map that contains build data which also happens to be the currently loaded map. #jira UE-45052 Change 3460985 by Max.Chen Sequencer: Snap play time to keys now allows scrubbing between keys and snaps to key times within a certain screenspace tolerance. #jira UE-45090 Change 3461698 by Arciel.Rekman Avoid using ARRAY_COUNT in Vulkan. - Sometimes those arrays can have no extensions whatsoever, and it is illegal to declare a 0 element C array. Change 3462053 by Max.Chen Sequencer: Show sequencer spawnables in the world outliner and add the icon overlay for spawnables. #jira UE-43470 Change 3462139 by Max.Chen Property Editor: Add objects to FPropertyAndParent Change 3462202 by Arciel.Rekman Fix FSocket::Recv() blocking with Peek when there's no data. Change 3462253 by Nick.Darnell Slate - New Clipping System Clipping is now a stateful choice made during composition of the slate hierarchy. Previously every widget got to respect or modify the clipping rect on an as needed basis. The problem was that clipping was only allowed in the layout space of the widget, and it wasn't possible to properly clip elements with render transforms. The new system permits all kinds of transforms on any widget, and they will all be clipped correctly. It tries to use Scissor Rects as they are much cheaper, but will switch over to stenciling if need be to represent a complicated masking structure with several rotated clipping rects all needed to be combined together. Here are the new clipping states a widget can have, almost all widgets are set to No. Only change it from No if your widget actually needs to clip, generally speaking most widgets don't need to clip. /** * This widget does not clip children, it and all children inherit the clipping area of the last widget that clipped. */ Inherit, /** * This widget clips content the bounds of this widget. It intersects those bounds with any previous clipping area. */ ClipToBounds, /** * This widget clips to its bounds. It does NOT intersect with any existing clipping geometry, it pushes a new clipping * state. Effectively allowing it to render outside the bounds of hierarchy that does clip. * * NOTE: This will NOT allow you ignore the clipping zone that is set to [Yes - Always]. */ ClipToBoundsWithoutIntersecting UMETA(DisplayName = "Yes - Without Intersecting (Advanced)"), /** * This widget clips to its bounds. It intersects those bounds with any previous clipping area. * * NOTE: This clipping area can NOT be ignored, it will always clip children. Useful for hard barriers * in the UI where you never want animations or other effects to break this region. */ ClipToBoundsAlways UMETA(DisplayName = "Yes - Always (Advanced)"), /** * This widget clips to its bounds when it's Desired Size is larger than the allocated geometry * the widget is given. If that occurs, it behaves like [Yes]. * * NOTE: This mode was primarily added for Text, which is often placed into containers that eventually * are resized to not be able to support the length of the text. So rather than needing to tag every * container that could contain text with [Yes], which would result in almost no batching, this mode * was added to dynamically adjust the clipping if needed. The reason not every panel is set to OnDemand, * is because not every panel returns a Desired Size that matches what it plans to render at. */ OnDemand UMETA(DisplayName = "On Demand (Advanced)") - Large API Change - All FSlateDrawElement::Make_____ calls have been deprecated that involved passing in a clipping rect. You no longer should are passed a Clipping rect via OnPaint. You are still passed a rect, but this rect represents a Culling Rect, which is valuable if you need to just out right not paint things the user can't possibly see. If you were previously trying to determine if you should cull widgets, by doing something like this, if ( FSlateRect::DoRectanglesIntersect(MyClippingRect, CurWidget.Geometry.GetRenderBoundingRect()) ) That's no longer a good option since there are ways for widgets to ignore the culling bounds. You should convert anything like above to the one below, if (!SWidget::IsWidgetCulled(MyCullingRect, CurWidget)) To assist in debugging efforts, there are several new debugging console flags in Slate, Slate.ShowClipping 1 - Controls whether we should render a clipping zone outline. Yellow = Axis Scissor Rect Clipping (cheap). Red = Stencil Clipping (expensive). Slate.DebugCulling 1 - Disables pushing clipping or stencil rects to the GPU, but continues to intersect culling rects, so that you can tell if a widget is properly culling children it can't possibly draw. Slate.ShowTextDebugging 1 - Show debugging painting for text rendering. I've added a new Experimental Feathering Option, it adds AA geometry around the outside of Box and Image brushes. Slate.Feathering 1 If you're using RenderDoc or something similar, you can now enable render events for slate, so that you can better grok how we're batching and changing states for each UI render pass. Slate.EnableDrawEvents 1 #jira UE-4659 #rn Change 3462714 by Nick.Darnell Fixing a few more compiler issues with the clipping changes. Change 3462726 by Max.Chen Switch OnEditStructChildContentsChanged to use FObjectWriter instead of FMemoryWriter which supports serializeing UObjects. This fixes a crash when adding actor array elements to a user defined event struct. #jira UE-45431 Change 3462801 by Nick.Darnell Adding a UMG dependency to EngineTestBuild. Change 3462914 by Max.Chen Sequencer: Fix regression where spawnables aren't getting saved. Caused by 3407138 #jira UE-30007 #jira UE-39003 Change 3462946 by Nick.Darnell Automation - Tweaking the UI automation tests converting them over to use the new UI Screenshot automation test. Automation - Adding a blur widget test. Change 3462987 by Matt.Kuhlenschmidt Back out changelist 3458893 Change 3464774 by Matt.Kuhlenschmidt PR #3629: Bugfix: Missing small icon in Project Launcher profile editor (Contributed by aarmbruster) Change 3464785 by Nick.Darnell Fixing some clipping stuff in the editor. Change 3464830 by andrew.porter QAGame: Second pass on sequencer smoke test map Change 3464902 by Nick.Darnell Loading - Adding some additional checks to the the loading code to ensure we're on the main thread. Additionally adding a fix from UDN that prevents deadlocks in the rare case a user hits Alt+Tab in a fullscreen game while in a hard loading screen. Change 3464988 by Max.Chen Sequencer: Add attenuation settings for attached audio components. #jira UE-33080 Change 3465024 by Nick.Darnell MoviePlayer - Impoving the playback mode displaynames. Change 3465074 by Arciel.Rekman Fix shadowing issues of GraphicsPSOInit. Change 3465097 by Matt.Kuhlenschmidt Some refactoring of the details panel Exposed new methods of adding a struct on scope to a details panel and have it work properly with customizations. The scruct on scope has a "fake" ustructproperty that allows the details panel to show the whole struct not just an individual property. Refactored the API for adding rows to details panels to make it more consistent\ AddChildCustomBuilder->AddCustomBuilder AddChildGroup->AddGroup AddChildContent->AddCustomRow AddChildPropert->AddProperty AddChildStructure->AddExternalStructureProperty AddStructure->AddAllExternalStructureProperties AddExternalProperty->AddExternalObjectProperty or AddExternalStructureProperty Change 3465186 by Max.Chen Sequencer: Save the BindingID in the pre animated token producer so that it can be destroyed properly. This fixes a bug where the default state of a spawnable isn't saved. #jira UE-43780 Change 3465315 by Matt.Kuhlenschmidt Fix Fortnite and Orion details panel customization warnings Change 3465424 by Nick.Darnell Automation - Moving the step for setting the link to the automation reports to be set before we start the engine. Change 3465488 by Nick.Darnell Automation - Forcing textures to load before taking screenshot, so that the scene gets another opportunity to render before we render with Slate. This should fix the Blur UI Test. Change 3466277 by Arciel.Rekman Linux: fix window drift when dragging (UE-40380). - Change by Cengiz Terzibas. Change 3466370 by Nick.Darnell UMG - Fixing the colors for the resize handle in the designer. Change 3466372 by Nick.Darnell UMG - Fixing the ruler ticks sometimes not being drawn. Change 3466374 by Nick.Darnell UMG - Fixing the designer showing multiple options for sequencer. Change 3466377 by Nick.Darnell UMG - Cleaning up some clipping bits. Change 3467025 by Andrew.Rodham Re-saving assets that contain legacy (<4.15) movie scene data to remove deterministic cook warning. If conflicts arise during merging of these assets, please ignore the changes made in dev-editor, and accept game-side changes. (CIS step 62283298, jobId 7773146) (CIS step 62283297, jobId 7773146) Change 3467099 by Max.Chen Fix GetObjectPropertyClass ensure logic. This was returning UObject::StaticClass when valid. Change 3467172 by Max.Chen Sequencer: Evaluation optimizations. Also, fixes subsequences not getting expired, leaving dangling spawnables. #jira UE-43690 Change 3467192 by Matt.Kuhlenschmidt Fix transactions getting stuck in the color grading controls. This prevents PIE from working properly and causes shutdown crashes #jira UE-45527 Change 3467251 by Yannick.Lange ViewportInteraction: Fix scale and rotation snap while dragging with two lasers. #jira UE-43489 Change 3467331 by Matt.Kuhlenschmidt Fix D3D shader compiler hard coding shader path and not giving proper warnings when it cannot find the shaders Change 3467335 by Matt.Kuhlenschmidt Remove DarkStyle attribute from SNumericEntryBox and allow a spin box style to be passed to it. Change 3467558 by Max.Chen Scene Outliner: Generic support to add default columns to a scene outliner. Change 3467565 by Jamie.Dale Removing old screenshot data for test Change 3467589 by Nick.Darnell Editor - Random cleanup. Change 3467596 by Nick.Darnell Progress Bar - Exposing Border Padding to UMG. Change 3467600 by Nick.Darnell Slate - Adjusting the rendering of the splitter, previously it could be off by a pixel or two, which becomes more apparent now with the clipping changes. Change 3467601 by Max.Chen Property Editor: Fix static analysis warning Change 3467662 by Nick.Darnell Automation - Fixing a bug with the screenshot comparison tool not replacing (removing) the old screenshot data. Change 3467674 by Max.Chen Property Editor: Fix static analysis warning Change 3467737 by Max.Chen Sequencer: Added OnMovieSceneBindingsChanged delegate Change 3468053 by tim.gautier QAGame: Updating Editor Smoke Map - Updated landscapes into Stations for testing - Added Foliage Sublevel Change 3468194 by Arciel.Rekman Linux: fix problems communicating with various STL-using libs. - Stop hiding global new/delete signatures. - Disable CEF3 since this change uncovers the problem with libcef.so not built to use bundled libpng. Change 3468678 by Max.Chen Sequencer: Set "Sequencer Actor" tag before setting the actor label so that the outliner refreshes after the actor has the tag. Change 3469314 by tim.gautier QAGame: Added Painted Foliage / Spline section to EditorSmoke map Change 3469377 by Nick.Darnell Slate - Fixing some warnings in a couple of sample games due to the clipping changes. #rnx Change 3469767 by Max.Chen Sequencer: Outliner column and sequencer binding data #jira UE-43470 Change 3469974 by Arciel.Rekman Fix code projects not working in Linux installed build. Change 3470082 by Nick.Darnell Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread. Change 3470174 by Nick.Darnell Slate - Get the last widget in a widget path utility. Change 3470176 by Nick.Darnell UMG - User Widgets now have an easy way to know if they're part of or have been removed from the focused widget path, which is handy for doing effects. Change 3470261 by Nick.Darnell Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread. Change 3470286 by Max.Chen Sequencer: Scene Component's HiddenInGame now goes through the VisibilityTrack and the visibility template. Change 3470366 by Nick.Darnell Slate - We now version focus per user, that way during focus events, we can safely abort focus events and state transitions if someone interrrupts the active focus event with something new. Change 3470649 by Matt.Kuhlenschmidt Fix deprecation warnings Change 3470695 by Matt.Kuhlenschmidt Fixed typo #jira UE-45580 Change 3470721 by Matt.Kuhlenschmidt Fix static analysis Change 3471254 by Michael.Dupuis #jira UE-42952: Keep occlusion result per view Change 3471287 by Nick.Darnell UMG - Render Focus Rule now defaults to never. Change 3471291 by Nick.Darnell Slate - Fixing FSlateRenderer* change fallout. Change 3471299 by Nick.Darnell Slate - Fixing FSlateRenderer* change. Change 3471323 by Nick.Darnell Automation - Fixing automation and Static Analysis warning. Change 3471413 by andrew.porter QAGame: Added test content for anim blending and material parameteres to sequencer smoke level Change 3471649 by Max.Chen Sequencer: Modify the track when adding animation #jira UE-45618 Change 3471659 by Matt.Kuhlenschmidt Added a way to check if a movie is playing from the engine. Prevented viewport redraws for canvas loading screens if a slate based loading movie is playing Change 3471734 by Matt.Kuhlenschmidt Added basic material hookup to USD. Similar to FBX it will find materials based on rules specified by the user in the import settings Change 3472176 by Nick.Darnell UMG - Improving the display of the +Track menu in sequencer for UMG. Renamed it from +Add, which is repetitve to +Track. Additionally, the dropdown now shows the currently selected widgets, as well as a submenu containing all the 'important' widgets, so we no longer populate that list with a ton of irrelevant widgets that are just Buton_1 - N, which is pointless in showing people, they'll never guess which is the right button. Change 3472740 by Max.Chen Sequencer: Add GetThisFrameMetaData accessor Change 3472748 by Max.Chen Sequencer: Added OnBeginScrubbing and OnEndScrubbing event delegates Change 3472753 by Max.Chen Sequencer: Add EMovieSceneDataChangeType parameter to OnMovieSceneDataChanged delegate Change 3472870 by Nick.Darnell Clipping - Fixing the deprecated tip for scissor rect boxes to be correct. Removing it's usage from UT. Change 3473340 by Max.Chen Scene Outliner: Add ability to register additional filters Change 3473348 by Max.Chen Details View: Make ForceRefresh virtual. Added accessors to delegates (ie. GetIsPropertyReadOnlyDelegate) Change 3473441 by Max.Chen Sequencer: Autokey Refactor Part 2. Autokey is now a single toggleable state. Allow Edits Mode has 3 states: Allow All Edits - Allow any edits to occur, some of which may produce tracks/keys or modify default properties. Allow Sequencer Edits Only - All edits will produce either a track or a key. Allow Level Edits Only - Properties in the details panel will be disabled if they have a track. #jira UE-45229 Change 3473670 by Nick.Darnell Modules - The module manager no longer returns sharedptrs to IModuleInterfaces, this was the source of rare hard to track down crashes due to a shared ptr reference leak when GetModule was called on non-main threads. We now store a TUniquePtr internally, and only lease out raw pointers. #rn Change 3473711 by Nick.Darnell Disabling the ensure in the module manager. Change 3473747 by Max.Chen Sequencer: Fix tooltip Change 3474091 by Jamie.Dale Added a warning when cooking a UFontFace that is outered to a UFont asset These cause issues with iterative COTF, and should be split off into their own assets (as the UI has been asking people to do for several versions) Change 3475052 by Yannick.Lange VR Editor: Fix Crash when quitting the editor with VR Mode enabled. VR Editor was being enabled when saving the map on closing the editor. #jira UE-45415 Change 3475054 by Yannick.Lange Fix crash when adding a camera to the world in VR Mode the second time. The slate application did not reset when stop dragging in VR Mode, so the second time when starting to drag a camera out of the UI it would already by in a dragging state. #jira UE-45574 Change 3475263 by Nick.Darnell Fixing some additional cases of IModuleInteface SharedPtr usage. Change 3475268 by Max.Chen Sequencer: Set jumped state when looping playback. This fixes an issue where audio doesn't stop and restart when looped. #jira UE-45654 Change 3475269 by Max.Chen Scene Outliner: Additional filters should only apply to actor browsing mode Change 3475407 by Nick.Darnell Fixing some clipping / module shared ptr changes in the launcher code. Change 3475542 by Max.Chen Sequencer: Update thumbnail and section highlighting to use new clipping behavior. #jira UE-45692 #jira UE-45689 Change 3475743 by Michael.Dupuis #jira UE-45183: When updating phyx region take into account simple collision mip Change 3475949 by Arciel.Rekman Remove PhysX deoptimization (no longer needed). - OR-24947 has been closed three months ago. Change 3476022 by Michael.Dupuis #jira UE-45560: Make sure we're not going out of range Change 3476063 by Michael.Dupuis #jira UE-45562: Do not try to unregister from static mesh if no static mesh is specified for the component Change 3476168 by Michael.Trepka Added handling of directory symlinks to FApplePlatformFile::IterateDirectory #jira UE-43704 Change 3476172 by Nick.Darnell Fixing a Imoduleinterface change. Change 3476183 by Jamie.Dale Exposing GoTo/ScrollTo to single-line editable text for API parity with multi-line editable text Change 3476385 by Arciel.Rekman Linux: handle symlinks when iterating directories. Change 3476522 by Michael.Trepka Solved a problem with Mac FMallocTBB::Malloc() returning nullptr for 0 bytes allocations, which is inconsistent with other platforms. On Mac we always scalable_aligned_malloc, which behaves differently than scalable_malloc, so for 0 bytes requests we allocate sizeof(size_t), which is exactly what scalable_malloc does internally in such case. Change 3476806 by Nick.Darnell UMG - Focus the designer after dropping a widget onto the surface. Change 3476809 by Nick.Darnell Curve Editor - Enable Clipping on the curve editor. Change 3477475 by Nick.Darnell Fixing a module interface shared ptr usage in UT. Change 3477553 by Yannick.Lange VR Editor: Removed AssetEditorPanelID and replaced it with TabManagerPanelID. A panel for AssetEditorPanelID was never created making it impossible to open an asset editor. Change 3477734 by Yannick.Lange VR Editor: Fix Warning: SetRelativeScale3D : Invalid Scale entered (X=inf Y=inf Z=inf). Resetting to 1.f. warning when adding CineCameraActor to World from Modes Panel. Make sure to not divide by zero when there is no boundary scale. #jira UE-44933 Change 3477761 by Jamie.Dale Some improvements to avoid loading the native .locres files twice when we don't need to Change 3477780 by Nick.Darnell PR #3250: Return correct VirtualUserIndex (Contributed by projectgheist) Change 3477786 by Nick.Darnell PR #3650: Changed TestNull to accept const pointers. (Contributed by e-agaubatz) Change 3477795 by Nick.Darnell PR #2844: UE-36936: Don't stretch container for Plugin Image (Contributed by projectgheist) Change 3478092 by Nick.Darnell PR #2341: Optional Middle Mouse Button panning in Graph Editor (Contributed by flipswitchingmonkey) Engine Edit - Made some small changes to the enum type, and some naming. Change 3478450 by Nick.Darnell Fixing some uninitialized variable errors. Change 3479827 by Andrew.Rodham Sequencer: Addressed serialization issues with some struct types Change 3479874 by Jamie.Dale Fixed "NativeGameLanguage" not being used correctly during localization initialization Change 3480012 by Andrew.Rodham Sequencer: Fixed loading tagged properties as native for track identifiers #jira UE-45823 Change 3480337 by Alexis.Matte Fix morph target crash missing some valid index check Change 3480804 by Alexis.Matte Fix crash with ColorGradingMode custom detail #jira UE-45638 Change 3480892 by Andrew.Rodham Sequencer: Ensure that movie scene sequences know about the editor object version #jira UE-45842 Change 3481073 by Nick.Darnell Fix the shader compiler error from main in Slate. Change 3481303 by Nick.Darnell UMG - Fixing a bug with the drag handle not working correctly in HDPI mode. Change 3481308 by Nick.Darnell Slate - Tweaking the IsWidgetCulled logic to consider both the layout and rendering bounds. If we do this, we get a much more desireable outcome for people that want to animate widgets and such and plan to have temporary animations to move the widget offscreen, but want the layout bounds to anchor that widget in the visible frame so that it animates even when normally it would be culled b/c the render transform and therefore the renderbounds moved it completely outside the culling rect. Change 3481629 by Max.Chen Sequencer: Add Level Sequence Actor as an output for CreateLevelSequencePlayer() #jira UE-45785 Change 3481899 by Yannick.Lange VR Editor: Added debug modetoggle command with an event that is broadcasted whenever this happens. Currently this is used to show all the floating UIs of the UI system to debug without HMD using VREd.ForceVRMode. Change 3481984 by Michael.Dupuis #jira UE-45845: always validate if we have a static mesh before trying to access it as user can decide to not assign one and use the tools Change 3482047 by Nick.Darnell Slate - Adding some comments to IsWidgetCulled. Change 3482110 by Nick.Darnell Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled. Change 3482136 by Jamie.Dale The CamelCase break iterator now treats digits around character tokens as part of the identifier Change 3482138 by Michael.Dupuis #jira UE-45854: Properly unregister during undo operation Change 3482150 by Michael.Dupuis #jira UE-45845 : Add missing nullcheck for GetStaticMesh Change 3482153 by Nick.Darnell Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled. Change 3482180 by Nick.Darnell UMG - Widget Components do not need to define a widget class to be rendererd, they can have native slate widgets only. This was a regression from main. Change 3482273 by Nick.Darnell UMG - Tweaking some more things about the widget component box outline. Change 3482308 by Alexis.Matte Fixing morph target smooth group support. Do not call FillSkeletalMeshImportData more then once on FbxNode since this fonction is doing some conversion and change the FbxNode, applying those conversion twice do not return the same faces smooth group. #jira UE-45696 Change 3482327 by Nick.Darnell UMG - More tweaks to the WidgetComponent so both shows the box outline, but works in game and VR editor. Change 3482705 by Andrew.Rodham Resaving assets that contain legacy data to suppress CIS warnings. - If conflicts arise in these assets, please take game-side changes and ignore these. Change 3484245 by Max.Chen Sequencer: Evaluate on end scrub. This fixes a bug where audio doesn't evaluate in a stopped position at the end of scrubbing, causing it to not stop all sounds. This fixes a bug introduced from 3365018 where evaluate on end scrub was removed. #jira UE-45905 Change 3484263 by Max.Chen Sequencer: Fix crash on forcing refresh of details panel on release. #jira UE-45911 Change 3484431 by Andrew.Rodham Resaving assets that contain legacy data to suppress CIS warnings. - If conflicts arise in these assets, please take game-side changes and ignore these. Change 3484474 by Alexis.Matte Fix the morph target animation curve name matching. #jira UE-20294 Change 3484475 by Alexis.Matte When removing a LOD, make sure we remove all morph target data associate to the LOD. Change 3484489 by Nick.Darnell PR #3668: UE-45908: Cache debug line locations when performing a LineTraceMulti (Contributed by projectgheist) #jira UE-45908 Change 3484692 by Nick.Darnell Slate - Reverting a change from a game stream. All Arranged Children don't need to allocated 42 to begin with. Do need to initialize WidgetPaths better. Change 3484703 by Nick.Darnell Player Input - Making the input event loop for players obey EKeys::NUM_TOUCH_KEYS, rather than being set to Touch10, as the maximum touch input amount, to make supporting greater than 10 touches easier. Also making the seeding of keys use EKeys::NUM_TOUCH_KEYS. #jira UE-43213 Change 3484918 by Jamie.Dale Fixed font measuring regression with RTL text RTL applies the character count to the next glyph, so it shouldn't process the end of the loop (this was how the older code used to work). Change 3485718 by Nick.Darnell Editor - Removing Super Search & User Feedback button. Change 3485719 by Nick.Darnell Portal - Removing SuperSearch. Change 3485751 by Matt.Kuhlenschmidt Fix crash accessing platformer game menu if the menu is open during a console based load #jira UE-45950 Change 3486047 by Arciel.Rekman Linux: add OpenEXR implementation (UE-40270). #jira UE-40270 Change 3486467 by Max.Chen Sequencer: Reset max tick rate when destroyed. #jira UE-45956 Change 3486477 by Max.Chen Sequencer: Refresh outliner when column is removed. #jira UE-45891 Change 3486667 by Andrew.Rodham Added missing include Change 3486724 by Andrew.Rodham Sequencer: Fixed curves with no default value, and no keys being evaluated and applied to properties - Also fixed an edge case where a zero (but non-animated) channel could be applied to a final transform Change 3486730 by Alexis.Matte In the Auto-Reimport options, hide the mout point only for the default /Game/ folder #UE-45684 Change 3486749 by Alexis.Matte Make sure the parent window of the monitor directory browse folder is set properly #jira UE-45682 Change 3486805 by Matt.Kuhlenschmidt Additional safety against invalid objects being accessed by slate Change 3486848 by Alexis.Matte Make sure Monitor folder feature support root mount point map folder During auto import, give priority to asset import factory over the scene import factory #jira UE-45691 Change 3486879 by Andrew.Rodham Removing obsolete QA assets Change 3486950 by Nick.Darnell PR #2281: Scrollbar missing features and SScrollbar fixes (Contributed by SNikon) Review - made some adjustments from the original. Change 3486954 by Nick.Darnell Slate - Moving the STableViewBase over to the FOverscroll class, rather than it's own clone. Change 3486967 by Nick.Darnell Slate - Fixing some HDPI calculations for fitting new windows on screen, it was using the unscaled size of the widgets for fitting, when it needed to scale them up. Change 3486970 by Andrew.Rodham Sequencer: Delay mouse capture until drag for sequencer time slider - Fixes context menus not opening as a result of mouse capture being taken on mouse down #jira UE-45937 Change 3486984 by Andrew.Rodham Sequencer: Improved blending type iconography Change 3486996 by Nick.Darnell UMG - Adding a way for games to opt-out of the slow widget path, to completely prevent them from being cooked. UMG - The movie data is no longer cloned for each new instance that inhabits. It now keeps a reference to the now publically accessible movie scene data on the class instead. Change 3487070 by Andrew.Rodham Sequencer: Added graphics for key areas that represent empty space Change 3487195 by Andrew.Rodham Sequencer: Changed evaluation groups to always flush implicitly - Due to the latent nature of blended token types, it's no longer safe to rely solely on execution token order between tracks - This fixes an issue where events set in the PostEvaluation stage were executed before blended token actuation Change 3487322 by Nick.Darnell PR #2457: Add .gitdeps.xml-files for plugins support (Contributed by bozaro) Change 3487363 by Nick.Darnell PR #2481: Fix for packing of a project with users plugins (Contributed by yatagarasu25) Change 3487439 by Nick.Darnell PR #2642: Changed private to protected in SVirtualJoystick.h (Contributed by Skylonxe) Change 3487500 by Arciel.Rekman Removed LinuxNativeDialogs. - No longer used; has been superceded by SlateDialogs since UE 4.8 (2 years ago). Change 3487630 by Lauren.Ridge Don't create Landscape Info Maps for Editor Preview Worlds or thumbnail worlds #jira UE-44885 Change 3487864 by Matt.Kuhlenschmidt Exposed the asset registry to blueprints and script. Works in editor scripts and runtime scripts AssetRegistry is now a UInterface object. Blueprint users can access various asset registry methods using the asset registry interface (via GetAssetRegistry) and various static helpers in the AssetRegistryHelpers object C++ users should still continue to use IAssetRegistry. Change 3487879 by Matt.Kuhlenschmidt Renamed asset tools uobject helper to UAssetToolsHelpers Change 3487926 by Lauren.Ridge Fixing reset to default not showing up for custom widgets #jira UE-44164 Change 3488184 by Matt.Kuhlenschmidt PR #3656: Make References/Referencers List copyable (Contributed by user37337) #jira UE-45763 Change 3488240 by Matt.Kuhlenschmidt Fix compiler issue Change 3488350 by Lauren.Ridge Landscape info map transactional state is based on its world's transactional state #jira UE-44885 #jira UE-46019 Change 3488412 by Matt.Kuhlenschmidt Fix reset to default showing up in two different places for some customizations Change 3488413 by Matt.Kuhlenschmidt Fix slate font customization Change 3488414 by Matt.Kuhlenschmidt Fix slate font customization Change 3488415 by Matt.Kuhlenschmidt Missed file Change 3488565 by Arciel.Rekman Add pretty printers for gdb (UETOOL-1171). - Committing shelf by Cengiz.Terzibas, with some modifications. #jira UETOOL-1171 Change 3489094 by Nick.Darnell Slate - The Slate RHI Renderer now caches the TextureLODGroups so that it can properly lookup the filtering of different texture groups that are set to Default, instead of a particular filter override on a texture. Engine/Rendering - Simplifying some of the setup logic in TextureLODSettings so that code is shared for setting them up properly after loading from a config file. Change 3489095 by Nick.Darnell PR #2699: GameViewportClient - Added a method to allow setting the viewport cur. (Contributed by rfenner) Review - Fixed spacing. Change 3489108 by Matt.Kuhlenschmidt Fix deprecation warning Change 3489120 by Nick.Darnell PR #3478: Fix possible UComboBoxString crash (Contributed by nakosung) Change 3489147 by Andrew.Rodham Sequencer: Adding return value to function to appease static analysis - This function is never compiled, and if it is, it won't compile, but static analysis doesn't know that Change 3489264 by Nick.Darnell Testing - Finishing the thought behind an enum comment. Change 3489265 by Nick.Darnell PR #2750: UE-35164: Button padding (Contributed by projectgheist) Change 3489267 by Nick.Darnell PR #3645: UE-45464: Handle SSlider mouse interaction more accurately (Contributed by projectgheist) Change 3489632 by Arciel.Rekman Correctness changes to MallocPoisonProxy. - Missing forwarding functions added. Incorrect comment removed. - Change by Steve.Robb, doing here so it is in 4.17. Change 3489689 by Arciel.Rekman More MallocPoisonProxy changes I missed in previous CL. Change 3489751 by Matt.Kuhlenschmidt Moved editor performance settings out of per-project settings so they can be shared across projects Change 3489837 by Lauren.Ridge Keyboard shortcut for entering/leaving VR Mode is now Alt+V Change 3491082 by Arciel.Rekman Linux: better fix for the crash due to name collision (UE-46040). - Put classes in Sequencer module into Sequencer namespace instead of SceneOutliner namespace. - Undid change in the SceneOutliner module. #jira UE-46040 Change 3491096 by Arciel.Rekman Fix UAT compilation on the newest mono. Change 3491240 by Max.Chen Sequencer: Disable key button when allow level edits only is on. #jira UE-46060 Change 3491406 by Yannick.Lange Fix editor crashes when opening a project that includes a plugin with more than two custom Volume classes. This issue was caused because registering show volume commands is based on finding volume classes. Finding these classes at multiple times resulted in a mismatch of the returned array of volume classes because modules/plugins were still being loaded. #jira UE-45806 Change 3491559 by Alexis.Matte Make sure we use the good preview mesh when doing a preview #jira UE-45963 Change 3491563 by Alexis.Matte Fix crash with staticmesh editor LodLevel selection Change 3491564 by Nick.Darnell UMG - Fixing an offset with the grab handles in HDPI mode. Change 3491595 by Nick.Darnell Editor - Fixing a clipping artifact in the pin type dropdown in the blueprint editor. Change 3491604 by Nick.Darnell Back out changelist 3489265 Change 3491615 by Arciel.Rekman Added malloc replay proxy (Linux only for now). - Allows to dump malloc callstream (without regard to threads) and replay later to study the behavior of different mallocs and/or repro problems. Change 3491684 by Arciel.Rekman Added FMalloc functions I missed. - Also moved function bodies into the .cpp file, this does not make a difference in performance in this case. Change 3491692 by Matt.Kuhlenschmidt Some minor fixes to the static mesh editor - Fix UV combo button looking non-standard on the toolbar - Fix a few combo buttons in the details panel looking too big. Change 3491702 by Arciel.Rekman Do not compile replay proxy-specific code when not used. Change 3491717 by Michael.Dupuis #jira UE-35083: The component is now the owner of the PerInstanceRenderData instead of the proxy Add an Update path to only update specified instances range Always call BuildTreeIfOutdated so we have a standard code path to make sure static mesh are fully loaded before trying to build the tree Moved the Instance Buffer aysnc to the base class, as it's not related to UHierarchicalInstancedStaticMeshComponent Expose a new property to decide if we require dynamic instance buffer Change 3491758 by Matt.Kuhlenschmidt Fix crash on static mesh editor shutdown Change 3491873 by Cody.Albert Fixed clipping issue in Sequencer curve editor #rnx Change 3491956 by Matt.Kuhlenschmidt Fix crash opening the Previewing sub-menu in the level editor settings menu #jira UE-46095 Change 3492046 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492076 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492165 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492222 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492274 by Michael.Dupuis #jira UE-46105: Fixed Clang warning Change 3492338 by andrew.porter QAGame: Testing ensure when submitting Change 3492371 by Nick.Darnell UMG - Reverting the animation sharing, cossed GLEO regressions in cooking. Will look for a better solution. Change 3492462 by Matt.Kuhlenschmidt Fix ensure checking in files through perforce Change 3492491 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492505 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3492517 by Jamie.Dale The package localization ID is no longer used at all at runtime, and is now truly editor-only This should have always been the case, but it was leaked into manifest/archives/PO files in 4.14, and while 4.15 removed it from PO files it was still present in the manifest/archives. This change removes it entirely (unless gathering editor-only data, and even then the PO file will still collapse the entries together for translation), and the deprecated 4.14 export behavior will now produce an error if you attempt to use it. After taking this change you'll need to run a gather, import, and compile of your LocRes files to update your game localization to use the new localization IDs. Change 3492630 by Nick.Darnell UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. #jira UE-46124 Change 3492692 by Matt.Kuhlenschmidt Fix drop shadows inheriting the outline color of the font. The outline should still appear but not have a different outline color from fill color Change 3492714 by Matt.Kuhlenschmidt Added outline with drop shadow to font automation test Change 3492737 by Matt.Kuhlenschmidt Fix linux Change 3492992 by tim.gautier Resaving Ocean Widget Blueprints / Sequences to resolve Legacy Sequence Data warnings #jira UE-46132 Change 3493089 by Jamie.Dale Ensure that the composite font of a font asset is flushed when the font object is GC'd Change 3493322 by Jamie.Dale Fixing null crash #jira UE-45758 Change 3494467 by Andrew.Rodham Fix Xbox warning Change 3494852 by tim.gautier QAGame: Changed streaming method of QA-EditorSmoke-Landscape to Always Loaded Change 3494853 by Nick.Darnell Another attempt at fixing the automation blueprint SA warning. Change 3494896 by Arciel.Rekman Fix possible null pointer access during Vulkan init. - May fix static analysis warnings in UE-46142, although warnings seem to be referring to something else. #jira UE-46142 Change 3494987 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3495010 by Matt.Kuhlenschmidt Adding additional logging to track down html5 issue Change 3495212 by Michael.Dupuis #jira UE-46143: Properly init the InstanceRenderData during the cooking phase (required by fortnite) Change 3495536 by Jamie.Dale Updating UGameEngine to call its Super::PreExit after performing its own teardown This prevents UEngine cleaning up resources that UGameEngine still needs. #jira UE-46159 Change 3495551 by Arciel.Rekman Another attempt to fix analyzer problem (UE-46142). Change 3495794 by Jamie.Dale Fixing some font cooking warnings by splitting out font faces from their font assets #jira UE-45843 Change 3495905 by Matt.Kuhlenschmidt Fix USD crash when importing a meshwith no material [CL 3499771 by Matt Kuhlenschmidt in Main branch]
2017-06-19 20:27:30 -04:00
}