2016-01-07 08:17:16 -05:00
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
2014-03-14 14:13:41 -04:00
using UnrealBuildTool ;
using System ;
using System.IO ;
public class Core : ModuleRules
{
public Core ( TargetInfo Target )
{
SharedPCHHeaderFile = "Runtime/Core/Public/Core.h" ;
PublicIncludePaths . AddRange (
new string [ ] {
"Runtime/Core/Public" ,
"Runtime/Core/Public/Internationalization" ,
"Runtime/Core/Public/Async" ,
"Runtime/Core/Public/Concurrency" ,
"Runtime/Core/Public/Containers" ,
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"Runtime/Core/Public/Delegates" ,
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"Runtime/Core/Public/GenericPlatform" ,
"Runtime/Core/Public/HAL" ,
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"Runtime/Core/Public/Logging" ,
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"Runtime/Core/Public/Math" ,
"Runtime/Core/Public/Misc" ,
"Runtime/Core/Public/Modules" ,
"Runtime/Core/Public/Modules/Boilerplate" ,
"Runtime/Core/Public/ProfilingDebugging" ,
"Runtime/Core/Public/Serialization" ,
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"Runtime/Core/Public/Serialization/Csv" ,
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"Runtime/Core/Public/Stats" ,
"Runtime/Core/Public/Templates" ,
"Runtime/Core/Public/UObject" ,
}
) ;
PrivateIncludePaths . AddRange (
new string [ ] {
"Developer/DerivedDataCache/Public" ,
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2835191 on 2016/01/19 by Nick.Whiting
Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads
#jira UE-22705
Change 2835686 on 2016/01/20 by Gareth.Martin
Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later.
#jira UE-18187
Change 2835767 on 2016/01/20 by Richard.Hinckley
#jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version.
Change 2835772 on 2016/01/20 by Richard.Hinckley
#jira UE-25499 Adding the material asset for the C++ TopDown template's cursor.
Change 2835811 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings
#jira UE-25704 Adjusted Matinee to happen at Box Location
#jira UE-25688 Adjusted Player Starts
#jira UE-25693 Adjusted Player Starts
Change 2835863 on 2016/01/20 by Gareth.Martin
Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted)
#jira UE-24883
Change 2835889 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue
Change 2835995 on 2016/01/20 by Jamie.Dale
The output log now hard-wraps lines to prevent long lines causing performance issues
#jira UE-24187
Change 2836052 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25675 Added Blocking Volume to prevent Player from Falling off map
#jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge
Change 2836137 on 2016/01/20 by Chad.Taylor
Vehicle and VehicleAdv template content fixes for new VR camera
#jira UE-25507
Change 2836166 on 2016/01/20 by Gareth.Martin
Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting
#jira UE-25093
Change 2836174 on 2016/01/20 by Chad.Taylor
IHeadMountedDisplay crash fix associated with accessing a dangling pointer.
#jira UE-25272
Change 2836179 on 2016/01/20 by Jamie.Dale
Optimized FShapedGlyphSequence reverse look-up
There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping
#jira UE-24187
Change 2836286 on 2016/01/20 by Chris.Babcock
Update Qualcomm TextureConverter for OSX
#jira UE-22092
#ue4
#android
Change 2836328 on 2016/01/20 by Nick.Darnell
Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process.
#jira UE-25752
Change 2836342 on 2016/01/20 by Nick.Darnell
Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager.
#jira UE-25753
Change 2836358 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25710 Replaced Deprecated Nodes
Change 2836510 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface
Change 2836564 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25716 Added bool to store last Moved Direction
Change 2836697 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac
Change 2836725 on 2016/01/20 by Peter.Sauerbrei
workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent
#jira UE-25123
Change 2836782 on 2016/01/20 by Jamie.Dale
Added FTextLayout::AddLines
This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine.
AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated.
#jira UE-24187
Change 2836801 on 2016/01/20 by Jeff.Campeau
[CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
"Runtime/SynthBenchmark/Public" ,
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"Runtime/Core/Private" ,
"Runtime/Core/Private/Misc" ,
"Runtime/Core/Private/Serialization/Json" ,
"Runtime/Core/Private/Internationalization" ,
"Runtime/Core/Private/Internationalization/Cultures" ,
2014-04-02 18:09:23 -04:00
"Runtime/Analytics/Public" ,
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
"Runtime/Engine/Public" ,
2014-03-14 14:13:41 -04:00
}
) ;
PrivateIncludePathModuleNames . AddRange (
new string [ ] {
"TargetPlatform" ,
"DerivedDataCache" ,
2016-02-11 14:39:50 -05:00
"InputDevice" ,
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 2945165)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2731596 on 2015/10/16 by Keith.Judge
Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.
Change 2764244 on 2015/11/12 by Keith.Judge
Stop creating/deleting SRVs for dynamic buffers all the time. Instead add a new view when a new buffer is cycled and keep them around until the buffer is dead.
Change 2936695 on 2016/04/07 by Mark.Satterthwaite
Disable Metal on Mac OS X versions prior to 10.11.4 because their drivers are too buggy and lots of issues users will encounter were fixed in 10.11.4.
Change 2936701 on 2016/04/07 by Mark.Satterthwaite
Re-enable DistanceFieldAO on Mac Metal, but disable the support for Heightfield composition into the DistanceFieldAO as that currently requires Read+Write texture support which isn't present in Metal yet.
Change 2936702 on 2016/04/07 by Mark.Satterthwaite
Enable capsule shadows on Metal SM5 for Mac Paragon.
Change 2936704 on 2016/04/07 by Mark.Satterthwaite
Re-add Metal_MacES3_1 entries in RHIDefinition functions - not quite sure how they disappeared...
Change 2936706 on 2016/04/07 by Mark.Satterthwaite
Fix implementation of BeginRenderingPrePass to only clear the depth+stencil buffers when it is asked to - this fixes LOD fading in Paragon on Mac when parallel execution is enabled. The parallel contexts were being instructed to clear the pre-pass data which was then fouling up all the subsequent rendering.
Change 2936708 on 2016/04/07 by Mark.Satterthwaite
Extend workaround from 2905206 for UE-27818 to Metal as well as OpenGL - it isn't permissable to have an unbound resource on these APIs as you aren't allowed to make the assumption than an if-branch will protect against null dereference on the GPU.
Change 2936737 on 2016/04/07 by Mark.Satterthwaite
Changes to reduce Metal's peak memory usage when streaming texture data in when loading levels:
- When uploading data to Shared memory Metal textures dispose of the source buffer immediately as it won't be required after the call to replaceRegion.
- Add an optional CVar ("rhi.Metal.MaxOutstandingAsyncTexUploads") and keep a count of outstanding async. texture uploads - really this might be better as a memory count - if teh current outstanding count is greater than the specified CVar wait for all operations to complete before purging the used buffers. By default the CVar is set to 0 which disables the tracking and the game will use all available memory.
Change 2936741 on 2016/04/07 by Mark.Satterthwaite
For Metal don't use a texture-view unless the mip-range or texture format is different - we only create a texture-view if we absolutely have to in order to avoid performance reductions on some vendors. When this happens we'll have to update the SRV to point to the new source texture but that can be handled on bind.
Change 2936753 on 2016/04/07 by Mark.Satterthwaite
Mutex the pipeline cache inside each Metal bound-shader-state - with parallel execution this can be modified from multiple threads.
Change 2936758 on 2016/04/07 by Mark.Satterthwaite
Don't eliminate redundant Metal command-encoders on Intel either - this only seems to work correctly on AMD...
Change 2936762 on 2016/04/07 by Mark.Satterthwaite
Validate that parallel contexts aren't asked to clear render-targets (incl depth/stencil) as this won't work as desired - each context will end up clearing the contents meaning none of the rendering will propagate which is probably not what you intend.
Change 2936765 on 2016/04/07 by Mark.Satterthwaite
Fix alignment of blit-commands between textures & buffers in Metal. Mac Metal has no minimum alignment and allows tightly packed rows, but mobile H/W has a fixed row alignment of 64-bytes for linear texture data.
Change 2936767 on 2016/04/07 by Mark.Satterthwaite
Remove the workaround for old Mac OS X AMD cards not supporting frame-buffer sRGB - I have a feeling it causes more problems than it solves.
Change 2936773 on 2016/04/07 by Mark.Satterthwaite
Warn the user when trying to run on OpenGL 3.2 GPUs that they are running unsupported and there may be rendering errors and performance problems.
Change 2936777 on 2016/04/07 by Mark.Satterthwaite
In MetalRHI move the calls that reset the state-cache and command-encoder to EndFrame and fix the fallout. Hopefully this will eliminate the problem where a draw call fails because a call to SetRenderTargets hasn't been made since the last time the command-buffer was submitted.
Change 2936788 on 2016/04/07 by Daniel.Lamb
PR #2193: Commandlet tweaks: Fixup Redirects and Cook-on-the-fly Server (Contributed by FineRedMist)
Change 2936799 on 2016/04/07 by Mark.Satterthwaite
Automatically enable RHI thread support in Metal if parallel execution is compiled in unless running the Editor which doesn't support it. The RHI thread is only enabled in Metal when parallel execution is available because there's little to no advantages to the RHI thread with Metal unless parallel execution is enabled. Also only enable async compute support when parallel execution is available and running on an AMD GPU as only AMD support it and again its only really useful when running things in parallel. Disable the async. compute fencing code when async. compute is disabled.
Change 2936923 on 2016/04/07 by Peter.Sauerbrei
add exception when trying to access an ini section which we don't cache
Change 2937839 on 2016/04/08 by Lee.Clark
PS4 - BC6H and BC7 support
#jira OR-14804
Change 2937841 on 2016/04/08 by Lee.Clark
Fix media player not opening the same file that has just been closed.
Change 2937843 on 2016/04/08 by Lee.Clark
PS4 - Fix Media player seek and duration
Change 2938272 on 2016/04/08 by Mark.Satterthwaite
Change the Metal texture lock/unlock code to use the immediate getBytes API to read from the texture unless it is stored in Private memory and requires we use the blit-encoder. This means iOS texture locking won't generally need to use the blit encoder with its row alignment restrictions as all textures will be Shared. On Mac most textures will still be accessed via blit operations since Private memory is much more common than Managed.
Change 2938471 on 2016/04/08 by Nick.Shin
load/save with "negative char size value" fixed
two 'U''s were missing-- causing base64encoder and decoder to not return original data (or expected data for that matter)...
C++ function shows these signatures:
\Engine\Source\Runtime\Engine\Public\SaveGameSystem.h
FGenericSaveGameSystem::SaveGame(..., ..., ..., ...<uint8>);
FGenericSaveGameSystem::LoadGame(..., ..., ..., ...<uint8>);
javascript version was using signed operators...
answerhub 386719 - broken load/save
Change 2938546 on 2016/04/08 by Nick.Shin
upgrading zlib, openssl, libcurl & libwebsockets
(part 1, for libwebsockets -- engine changes will be in part 2)
and writting down all of the build instructions into a single script file
future tasks may have the script broken to smaller sized files and placed in the respective library folders for simplicity -- for now, it's bundled together to ensure build is all-in-one...
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1223 - Arrange testing for 'update websocket library'
#jira UEPLAT-1203 - Add Linux library for libwebsockets
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2939402 on 2016/04/11 by Mark.Satterthwaite
No need to call synchroniseTexture on iOS when locking a texture for read - that function call is only available and required on OS X.
Change 2939526 on 2016/04/11 by Daniel.Lamb
Don't mark content as modified when garbage collecting.
#PR2249
#2249
Change 2940094 on 2016/04/11 by Michael.Trepka
Temporarily rollback //UE4/Dev-Platform/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalContext.cpp to revision 47 to unblock UE-29312
#codereview Mark.Satterthwaite
Change 2940540 on 2016/04/12 by Jeff.Campeau
Hardware decompress support for Xbox One.
Change 2940793 on 2016/04/12 by Lee.Clark
PS4 - Fix file handle leaks
#codereview Marcus.Wassmer
Change 2940903 on 2016/04/12 by Keith.Judge
Xbox One - Fix validated driver warning when using async compute with dynamic buffers (remove dynamic buffers).
Also resurrected the old deferred deletion queue (though simplified the code a lot as TQueue was horrible), as the platform agnostic one can't deal with placement created resources with a separate buffer/resource.
Moved associated deferred deletion logic out of FD3D11DynamicBuffer.
Attempted fix for UE-28758, but doesn't actually fix it. :(
Change 2940959 on 2016/04/12 by Michael.Trepka
Moved RadioEffectUnit CoreAudio plugin to Engine/Build/Mac
#codereview Ben.Marsh
Change 2940961 on 2016/04/12 by Michael.Trepka
Updated GitHub readme for Mac with instructions for building ShaderCompileWorker
#codereview Ben.Marsh
Change 2941010 on 2016/04/12 by Daniel.Lamb
Added xboxone.projectsettings to the ini processer in UAT.
#codereview Peter.Sauerbrei
#jira UE-29344
Change 2941671 on 2016/04/12 by Jeff.Campeau
March 2016 XDK update
Change 2941998 on 2016/04/13 by Mark.Satterthwaite
In MetalCommandList retain/release when waiting on a command-buffer commit to ensure command-buffer lifetime.
Change 2942008 on 2016/04/13 by Keith.Judge
Fix black reflections when async compute is enabled. Shader resource tables are now properly bound on the context, and fixed a bug where the buffer offset and number of constants wasn't being properly set when using the ring buffer.
#jira UE-28758
Change 2942046 on 2016/04/13 by Lee.Clark
Fix SN-DBS launch failure with VS2015 - (path env seems to be null in 2015)
Change 2942095 on 2016/04/13 by Mark.Satterthwaite
MIssed a change to use AlignedStride rather than Stride in FMetalDynamicRHI::RHIReadSurfaceFloatData to fix iOS blit-encoder read-back.
Change 2942383 on 2016/04/13 by Mark.Satterthwaite
When locking a Metal texture on Mac you have to submit the command buffer & wait in a different location for Private vs. Managed access.
Change 2942419 on 2016/04/13 by Michael.Trepka
Enabled IPv6 on iOS and Mac
#jira UEPLAT-1168
Change 2942472 on 2016/04/13 by Daniel.Lamb
Fixed missing OnlineSubsystemGooglePlay section from UAT ini processing.
#codereview Peter.Sauerbrei
Change 2942829 on 2016/04/13 by Nick.Shin
removing unused emscripten - ThirdParty folder
the ThirdParty folder contained a lot of GPL (and sometimes missing) licensing projects - removing to keep legal happy
tested with full rebuild, full cook, packaging and running QAGame
Change 2943110 on 2016/04/13 by Chris.Babcock
Fix Oculus mobile binaries filtered (include the jars)
#jira ue-29080
#ue4
#android
#gearvr
#codereview Nick.Whiting
Change 2943111 on 2016/04/13 by Chris.Babcock
Fix GearVR plugin jar copy logic
#jira UE-29108
#ue4
#android
#gearvr
#codereview Nick.Whiting
Change 2943579 on 2016/04/14 by Peter.Sauerbrei
enable tvOS in the binary build
Change 2943587 on 2016/04/14 by Peter.Sauerbrei
creation of xcode archives when using the archive command with iOS
Change 2943619 on 2016/04/14 by Mark.Satterthwaite
Make Metal SM4 the default on Mac again for the 4.12 release. As expected there are many bugs to resolve.
Change 2943869 on 2016/04/14 by Daniel.Lamb
Turned duplicate stage of files into warning.
#codereview Peter.Sauerbrei
#lockdown Josh.Adams
#jira UE-29487
Change 2943901 on 2016/04/14 by Keith.Judge
Xbox One - Fix start up crash.
#lockdown Josh.Adams
Change 2943981 on 2016/04/14 by Mark.Satterthwaite
Allow RWBuffers in Metal, which should work, but not RWTextures which aren't yet supported.
#jira UE-29492
#lockdown josh.adams
Change 2944080 on 2016/04/14 by Peter.Sauerbrei
temporarily remove code which removes passwords in ini files which reside in the pak file
multiple defaultengine.ini files were being copied over one another
#lockdown josh.adams
Change 2944249 on 2016/04/14 by Peter.Sauerbrei
fix for writing out DefaulEngine.ini when deprecated items are not changed
#codereview zabir.hoque
#lockdown josh.adams
Change 2944454 on 2016/04/14 by Peter.Sauerbrei
fix for incorrect archive directory and missing IPA
#jira UE-29509
#lockdown josh.adams
Change 2944834 on 2016/04/15 by Peter.Sauerbrei
fix for crash on some iOS device due to resources being freed while still in use by the GPU
#jira UE-29517
#lockdown josh.adams
Change 2944915 on 2016/04/15 by Peter.Sauerbrei
fix for including Facebook SDK in tvOS since we don't have the Facebook libraries for tvOS yet
#lockdown josh.adams
Change 2945164 on 2016/04/15 by Josh.Adams
- Removing XboxOnePDBFile from junkmanifest, causes too much trouble when staging using AutoSDKs
#lockdown nick.penwarden
#codereview jeff.campeau
#lockdown nick.penwarden
[CL 2945174 by Josh Adams in Main branch]
2016-04-15 10:04:09 -04:00
"Analytics" ,
"RHI"
2014-03-14 14:13:41 -04:00
}
) ;
2014-04-23 19:19:51 -04:00
if ( UEBuildConfiguration . bBuildEditor = = true )
{
DynamicallyLoadedModuleNames . Add ( "SourceCodeAccess" ) ;
}
2014-03-14 14:13:41 -04:00
if ( ( Target . Platform = = UnrealTargetPlatform . Win64 ) | |
( Target . Platform = = UnrealTargetPlatform . Win32 ) )
{
PublicIncludePaths . Add ( "Runtime/Core/Public/Windows" ) ;
2016-02-03 15:40:40 -05:00
AddEngineThirdPartyPrivateStaticDependencies ( Target ,
2014-03-14 14:13:41 -04:00
"zlib" ) ;
2016-02-03 15:40:40 -05:00
AddEngineThirdPartyPrivateStaticDependencies ( Target ,
2014-03-14 14:13:41 -04:00
"IntelTBB" ,
"XInput"
) ;
}
else if ( Target . Platform = = UnrealTargetPlatform . Mac )
{
2014-05-14 14:54:18 -04:00
PublicIncludePaths . AddRange ( new string [ ] { "Runtime/Core/Public/Apple" , "Runtime/Core/Public/Mac" } ) ;
2016-02-03 15:40:40 -05:00
AddEngineThirdPartyPrivateStaticDependencies ( Target ,
2014-03-14 14:13:41 -04:00
"IntelTBB" ,
"zlib" ,
2015-03-02 07:34:19 -05:00
"OpenGL" ,
"PLCrashReporter"
2014-03-14 14:13:41 -04:00
) ;
2015-03-02 07:34:19 -05:00
PublicFrameworks . AddRange ( new string [ ] { "Cocoa" , "Carbon" , "IOKit" , "Security" } ) ;
2014-05-29 16:51:30 -04:00
if ( UEBuildConfiguration . bBuildEditor = = true )
{
PublicAdditionalLibraries . Add ( "/System/Library/PrivateFrameworks/MultitouchSupport.framework/Versions/Current/MultitouchSupport" ) ;
}
2014-03-14 14:13:41 -04:00
}
2015-12-10 16:56:55 -05:00
else if ( Target . Platform = = UnrealTargetPlatform . IOS | | Target . Platform = = UnrealTargetPlatform . TVOS )
2014-03-14 14:13:41 -04:00
{
PublicIncludePaths . AddRange ( new string [ ] { "Runtime/Core/Public/Apple" , "Runtime/Core/Public/IOS" } ) ;
2016-02-03 15:40:40 -05:00
AddEngineThirdPartyPrivateStaticDependencies ( Target ,
2014-03-14 14:13:41 -04:00
"zlib"
) ;
2015-12-10 16:56:55 -05:00
PublicFrameworks . AddRange ( new string [ ] { "UIKit" , "Foundation" , "AudioToolbox" , "AVFoundation" , "GameKit" , "StoreKit" , "CoreVideo" , "CoreMedia" , "CoreGraphics" , "GameController" } ) ;
if ( Target . Platform = = UnrealTargetPlatform . IOS )
{
PublicFrameworks . AddRange ( new string [ ] { "CoreMotion" } ) ;
}
2014-03-14 14:13:41 -04:00
2015-12-10 16:56:55 -05:00
bool bSupportAdvertising = Target . Platform = = UnrealTargetPlatform . IOS ;
2014-03-14 14:13:41 -04:00
if ( bSupportAdvertising )
{
2015-12-10 16:56:55 -05:00
PublicFrameworks . AddRange ( new string [ ] { "iAD" } ) ;
2014-03-14 14:13:41 -04:00
}
}
else if ( Target . Platform = = UnrealTargetPlatform . Android )
{
PublicIncludePaths . Add ( "Runtime/Core/Public/Android" ) ;
2016-02-03 15:40:40 -05:00
AddEngineThirdPartyPrivateStaticDependencies ( Target ,
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2911743 on 2016/03/16 by Allan.Bentham
Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
Cleaned up some ronin integration hacks from ronin.
Change 2912053 on 2016/03/16 by Peter.Sauerbrei
disable Vulkan in Win32 builds for now
#codereview rolando.caloca
#jira UE-28465
Change 2914512 on 2016/03/18 by Dmitriy.Dyomin
Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled
Change 2914944 on 2016/03/18 by Allan.Bentham
Fix es2 tonemap flip. Fixes UE-25148
Change 2915248 on 2016/03/18 by Chris.Babcock
Updates to support NDK r11
#jira UE-28529
#ue4
#android
Change 2919192 on 2016/03/22 by Chris.Babcock
NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
#jira UE-28408
#ue4
#android
#codereview Jack.Porter
Change 2919591 on 2016/03/23 by Allan.Bentham
Merge ronin's Gaussian DoF to 4.11's dof changes.
Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.
#codereview martin.mittring
Change 2920758 on 2016/03/24 by Dmitriy.Dyomin
Fixed: shifting lighting samples octree
https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html
Change 2920793 on 2016/03/24 by Dmitriy.Dyomin
Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
#jira UE-26426
Change 2920981 on 2016/03/24 by Dmitriy.Dyomin
GPU particles support for iOS Metal (A8+ only)
#jira UE-11067
#jira UE-28514
#codereview Jack.Porter
Change 2921383 on 2016/03/24 by Allan.Bentham
Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
#codereview jack.porter
Change 2925694 on 2016/03/29 by Dmitriy.Dyomin
Fixed: GPU particles and bloom on S7 Mali
Change 2927065 on 2016/03/29 by Chris.Babcock
Set the DT_SONAME field in linker (stops warning toast)
#ue4
#android
#codereview Jack.Porter
Change 2927375 on 2016/03/30 by Jack.Porter
Fixed localization for placement mode Cube, Sphere, Cylinder and Cone
Change 2928643 on 2016/03/30 by Jack.Porter
Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF
#code_review: allan.bentham
Change 2932773 on 2016/04/04 by Jack.Porter
Reapply android Vulkan version fixes
Change 2932853 on 2016/04/05 by Jack.Porter
Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion
Change 2932998 on 2016/04/05 by Jack.Porter
Native web browser widget on iOS
#jira UEMOB-20
Change 2933420 on 2016/04/05 by Chris.Babcock
Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
#jira UE-29066
#pr #2236
#ue4
#android
Change 2934315 on 2016/04/05 by Chris.Babcock
Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
#jira UE-23937
#PR #1820
#ue4
#android
#codereview Ryan.Gerleve
Change 2935038 on 2016/04/06 by Chris.Babcock
Fix OpenGLES31 compile error
#ue4
#android
#codereview Jack.Porter
Change 2936288 on 2016/04/07 by Allan.Bentham
Planar reflection captures for mobile. (UE-27426)
Added mobile planar reflection flag to material.
#codereview jack.porter, daniel.wright
Change 2936297 on 2016/04/07 by Allan.Bentham
Missed file. Planar reflection captures for mobile. (UE-27426)
#codereview jack.porter, daniel.wright
Change 2937763 on 2016/04/08 by Dmitriy.Dyomin
Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
GitHub #2031
#jira UE-26576
#codereview Jack.Porter
Change 2937863 on 2016/04/08 by Jack.Porter
Merged Ronin CLs 2840392, 2860028
Allow vertex texture fetches on ES2 (requires absolute mip level)
Change 2938461 on 2016/04/08 by Chris.Babcock
Write Android uninstall batch files
#ue4
#android
Change 2939679 on 2016/04/11 by Allan.Bentham
Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects
#codereview jack.porter, daniel.wright
Change 2939887 on 2016/04/11 by Chris.Babcock
Android ARM64 libraries
#jira UEPLAT-1268
#ue4
#android
Change 2940125 on 2016/04/11 by Chris.Babcock
Added requirements to Arm64 and x86_64 tooltips
Change 2941051 on 2016/04/12 by Allan.Bentham
Fix for inverted RG channels when using filmic tonemapper with ES2.
#codereview jack.porter
Change 2942523 on 2016/04/13 by Chris.Babcock
Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
#ue4
#android
#codereview Josh.Adams
Change 2942578 on 2016/04/13 by Chris.Babcock
Add cxademangle dependency to Core for Android
#ue4
#android
#codereview Josh.Adams
Change 2942997 on 2016/04/13 by Chris.Babcock
Run Ant with -quiet first and run again without if there is an error for the log
#ue4
#android
#codereview Josh.Adams
Change 2943320 on 2016/04/14 by Jack.Porter
Fixed planar reflection merge errors
Change 2943352 on 2016/04/14 by Jack.Porter
Fix NAME_VULKAN_ES3_1_ANDROID shader format name
#codereview: Rolando.Coloca
Change 2943367 on 2016/04/14 by Dmitriy.Dyomin
Added cvars to add or strip specific GL extensions from a driver reported extensions string
#jira UE-29467
Change 2943425 on 2016/04/14 by Dmitriy.Dyomin
Better logging of MobileHDR mode
Change 2943461 on 2016/04/14 by Dmitriy.Dyomin
Fixing HDR rendering and bloom on Galaxy S7
Change 2943493 on 2016/04/14 by Dmitriy.Dyomin
Better HDR fix for devices with ES3 support
Change 2943855 on 2016/04/14 by Allan.Bentham
Mobile planar reflections.
- currently only supports opaque materials
#codereview jack.porter
Change 2944721 on 2016/04/14 by Chris.Babcock
Allow Vulkan-only Android builds
#ue4
#android
#codereview Allan.Bentham,Jack.Porter
Change 2944771 on 2016/04/14 by Dmitriy.Dyomin
Fixed: mesh particles crash in ES2
Change 2944827 on 2016/04/15 by Dmitriy.Dyomin
Fixed: GPU particles not working on S6 with Android 6.0.1
Change 2944836 on 2016/04/15 by Jack.Porter
Disable FX system calls in forward renderer when particles showflag is off
Change 2944840 on 2016/04/15 by Jack.Porter
Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2.
#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright
Change 2944914 on 2016/04/15 by Jack.Porter
Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode
Change 2945020 on 2016/04/15 by Gareth.Martin
Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.
Change 2943560 on 2016/04/14 by Gareth.Martin
Added ability to expand landscape bounds
#jira UE-28928
#jira UE-25230
Change 2943538 on 2016/04/14 by Gareth.Martin
Fix a crash with saving a level >2GB in size.
There may still be other crashes with >2GB levels.
Change 2943477 on 2016/04/14 by Gareth.Martin
Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
Also moved all the LOD settings together in LandscapeProxy.h because it was messy
Change 2942113 on 2016/04/13 by Gareth.Martin
Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.
Change 2941030 on 2016/04/12 by Gareth.Martin
Cleanup and commenting
Change 2940994 on 2016/04/12 by Gareth.Martin
Implement random scale option for Landscape Grass.
#jira UE-25743
Change 2940993 on 2016/04/12 by Gareth.Martin
Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent
Change 2940150 on 2016/04/11 by Gareth.Martin
Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform
Change 2940101 on 2016/04/11 by Gareth.Martin
Additional checks for bad static mesh when building the HISMC tree
Change 2945560 on 2016/04/15 by Rolando.Caloca
DM - Fix for newer Vulkan sdks
Change 2945638 on 2016/04/15 by Chris.Babcock
Fix permissions on uninstall script on Mac
#jira UE-29236
#ue4
#android
#lockdown Jack.Porter
Change 2945856 on 2016/04/15 by Rolando.Caloca
DM - vk - Fix mapped allocations on mobile
#lockdown nick.penwarden
[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
"cxademangle" ,
2014-03-14 14:13:41 -04:00
"zlib"
) ;
}
else if ( ( Target . Platform = = UnrealTargetPlatform . Linux ) )
{
PublicIncludePaths . Add ( "Runtime/Core/Public/Linux" ) ;
2016-02-03 15:40:40 -05:00
AddEngineThirdPartyPrivateStaticDependencies ( Target ,
2014-03-14 14:13:41 -04:00
"zlib" ,
"jemalloc" ,
2014-04-02 18:09:23 -04:00
"elftoolchain" ,
2014-04-23 16:35:49 -04:00
"SDL2"
2014-03-14 14:13:41 -04:00
) ;
2014-04-23 16:35:49 -04:00
2014-10-15 13:32:48 -04:00
// Core uses dlopen()
PublicAdditionalLibraries . Add ( "dl" ) ;
2014-09-10 15:03:57 -04:00
// We need FreeType2 and GL for the Splash, but only in the Editor
2014-07-30 23:46:52 -04:00
if ( Target . Type = = TargetRules . TargetType . Editor )
{
2016-02-03 15:40:40 -05:00
AddEngineThirdPartyPrivateStaticDependencies ( Target , "FreeType2" ) ;
AddEngineThirdPartyPrivateStaticDependencies ( Target , "OpenGL" ) ;
2015-08-14 18:39:31 -04:00
PrivateIncludePathModuleNames . Add ( "ImageWrapper" ) ;
2014-09-10 15:03:57 -04:00
}
2014-03-14 14:13:41 -04:00
}
else if ( Target . Platform = = UnrealTargetPlatform . HTML5 & & Target . Architecture = = "-win32" )
{
PublicIncludePaths . Add ( "Runtime/Core/Public/HTML5" ) ;
2016-02-03 15:40:40 -05:00
AddEngineThirdPartyPrivateStaticDependencies ( Target , "SDL2" ) ;
AddEngineThirdPartyPrivateStaticDependencies ( Target , "OpenAL" ) ;
2014-03-14 14:13:41 -04:00
}
2014-09-08 17:17:15 -04:00
else if ( Target . Platform = = UnrealTargetPlatform . HTML5 & & Target . Architecture ! = "-win32" )
{
2016-02-03 15:40:40 -05:00
AddEngineThirdPartyPrivateStaticDependencies ( Target , "SDL2" ) ;
2014-09-08 17:17:15 -04:00
PrivateDependencyModuleNames . Add ( "HTML5JS" ) ;
2015-04-08 14:53:36 -04:00
PrivateDependencyModuleNames . Add ( "MapPakDownloader" ) ;
2014-09-08 17:17:15 -04:00
}
2014-03-14 14:13:41 -04:00
if ( UEBuildConfiguration . bCompileICU = = true )
{
2016-02-03 15:40:40 -05:00
AddEngineThirdPartyPrivateStaticDependencies ( Target , "ICU" ) ;
2014-03-14 14:13:41 -04:00
}
Definitions . Add ( "UE_ENABLE_ICU=" + ( UEBuildConfiguration . bCompileICU ? "1" : "0" ) ) ; // Enable/disable (=1/=0) ICU usage in the codebase. NOTE: This flag is for use while integrating ICU and will be removed afterward.
2014-04-23 19:36:38 -04:00
// If we're compiling with the engine, then add Core's engine dependencies
2014-03-14 14:13:41 -04:00
if ( UEBuildConfiguration . bCompileAgainstEngine = = true )
{
if ( ! UEBuildConfiguration . bBuildRequiresCookedData )
{
DynamicallyLoadedModuleNames . AddRange ( new string [ ] { "DerivedDataCache" } ) ;
}
}
// On Windows platform, VSPerfExternalProfiler.cpp needs access to "VSPerf.h". This header is included with Visual Studio, but it's not in a standard include path.
if ( Target . Platform = = UnrealTargetPlatform . Win32 | | Target . Platform = = UnrealTargetPlatform . Win64 )
{
var VisualStudioVersionNumber = "11.0" ;
var SubFolderName = ( Target . Platform = = UnrealTargetPlatform . Win64 ) ? "x64/PerfSDK" : "PerfSDK" ;
string PerfIncludeDirectory = Path . Combine ( Environment . GetFolderPath ( Environment . SpecialFolder . ProgramFilesX86 ) , String . Format ( "Microsoft Visual Studio {0}/Team Tools/Performance Tools/{1}" , VisualStudioVersionNumber , SubFolderName ) ) ;
if ( File . Exists ( Path . Combine ( PerfIncludeDirectory , "VSPerf.h" ) ) )
{
PrivateIncludePaths . Add ( PerfIncludeDirectory ) ;
Definitions . Add ( "WITH_VS_PERF_PROFILER=1" ) ;
}
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2982033 on 2016/05/18 by Chad.Garyet
Checking in progress on the ue4 BuildGraph conversion.
Builds and Compiles editor and game on all platforms
Builds DDC on win64 and mac
Builds Tools on win64
Change 3047983 on 2016/07/13 by Ben.Marsh
PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans)
Change 3048267 on 2016/07/13 by Ben.Marsh
BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics").
Change 3048293 on 2016/07/13 by Ben.Marsh
BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script.
Change 3048454 on 2016/07/13 by Ben.Marsh
BuildGraph: Disable output of error messages when just printing the contents of the graph.
Change 3048507 on 2016/07/13 by Ben.Marsh
BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build.
Change 3049459 on 2016/07/14 by Matthew.Griffin
Updated location of HTML5 SDKs for Installed Builds
#jira UE-32171
Change 3049675 on 2016/07/14 by Matthew.Griffin
Ensured that all platforms are registered when running -validateplatform command
#jira UE-31082
Change 3049922 on 2016/07/14 by Ben.Marsh
UBT: Fix path to XML config file in boilerplate message.
Change 3051483 on 2016/07/15 by Ben.Marsh
EC: Remove code to prettify node names, now that we can have pretty node names explicitly.
Change 3051522 on 2016/07/15 by Ben.Marsh
BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS.
Change 3051770 on 2016/07/15 by Ben.Marsh
UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead.
Change 3052990 on 2016/07/17 by Ben.Marsh
Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC.
Change 3053556 on 2016/07/18 by Ben.Marsh
BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user).
Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag.
Change 3053688 on 2016/07/18 by Ben.Marsh
Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails.
Change 3054039 on 2016/07/18 by Ben.Marsh
Fix confusing message when compiler isn't installed if the target forces VS2013
Change 3054360 on 2016/07/18 by Ben.Marsh
Remove GUBP support from EC scripts.
Change 3054399 on 2016/07/18 by Ben.Marsh
Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h
Change 3055671 on 2016/07/19 by Ben.Marsh
Remove incomplete UWP integration from UE4.
Change 3055943 on 2016/07/19 by Ben.Marsh
Remove the WinRT target platform.
Change 3056270 on 2016/07/19 by Ben.Marsh
Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h
Change 3056390 on 2016/07/19 by Ben.Marsh
Core: Directly include headers required by default JsonWriter template instantiation.
Change 3057444 on 2016/07/20 by Ben.Marsh
UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4.
Change 3058337 on 2016/07/20 by Ben.Marsh
Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry.
Change 3058348 on 2016/07/20 by Ben.Marsh
Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging.
[CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
if ( Target . Platform = = UnrealTargetPlatform . XboxOne )
2014-03-14 14:13:41 -04:00
{
Definitions . Add ( "WITH_DIRECTXMATH=1" ) ;
}
else if ( ( Target . Platform = = UnrealTargetPlatform . Win64 ) | |
( Target . Platform = = UnrealTargetPlatform . Win32 ) )
{
// To enable this requires Win8 SDK
Definitions . Add ( "WITH_DIRECTXMATH=0" ) ; // Enable to test on Win64/32.
//PublicDependencyModuleNames.AddRange( // Enable to test on Win64/32.
// new string[] {
// "DirectXMath"
//});
}
else
{
Definitions . Add ( "WITH_DIRECTXMATH=0" ) ;
}
}
}