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

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using AutomationTool;
using UnrealBuildTool;
namespace Rocket
{
public class RocketBuild : GUBP.GUBPNodeAdder
{
static readonly string[] CurrentTemplates =
{
"FP_FirstPerson",
"FP_FirstPersonBP",
"TP_FirstPerson",
"TP_FirstPersonBP",
"TP_Flying",
"TP_FlyingBP",
"TP_Rolling",
"TP_RollingBP",
"TP_SideScroller",
"TP_SideScrollerBP",
"TP_ThirdPerson",
"TP_ThirdPersonBP",
"TP_TopDown",
"TP_TopDownBP",
"TP_TwinStick",
"TP_TwinStickBP",
"TP_Vehicle",
"TP_VehicleBP",
"TP_Puzzle",
"TP_PuzzleBP",
"TP_2DSideScroller",
"TP_2DSideScrollerBP",
"TP_VehicleAdv",
"TP_VehicleAdvBP",
};
static readonly string[] CurrentFeaturePacks =
{
"FP_FirstPerson",
"FP_FirstPersonBP",
"TP_Flying",
"TP_FlyingBP",
"TP_Rolling",
"TP_RollingBP",
"TP_SideScroller",
"TP_SideScrollerBP",
"TP_ThirdPerson",
"TP_ThirdPersonBP",
"TP_TopDown",
"TP_TopDownBP",
"TP_TwinStick",
"TP_TwinStickBP",
"TP_Vehicle",
"TP_VehicleBP",
"TP_Puzzle",
"TP_PuzzleBP",
"TP_2DSideScroller",
"TP_2DSideScrollerBP",
"TP_VehicleAdv",
"TP_VehicleAdvBP",
"StarterContent",
"MobileStarterContent",
};
public RocketBuild()
{
}
public override void AddNodes(GUBP bp, GUBP.GUBPBranchConfig BranchConfig, UnrealTargetPlatform HostPlatform, List<UnrealTargetPlatform> ActivePlatforms)
{
if (!BranchConfig.BranchOptions.bNoInstalledEngine)
{
// Add the aggregate for making a rocket build
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2835147) ========================== MAJOR FEATURES + CHANGES ========================== Change 2817214 on 2016/01/06 by mason.seay Adjusted Walkable Slope Override for mesh #jira UE-24473 Change 2817384 on 2016/01/06 by Michael.Schoell Crash fix when selecting a variable node for a variable that is not owned by a Blueprint. #jira UE-24958 - Crash when getting the sequence player in level blueprint Change 2817438 on 2016/01/06 by Max.Chen Sequencer: Add option to specify position of material name from the movie scene capture interface. For example, MovieCapture_{material}_{width}x{height}.{frame} will create files like this: MovieCapture_FinalImage_1920x1080.0010.exr #rb Andrew.Rodham #jira UE-24926 Change 2817459 on 2016/01/06 by Marc.Audy PR #1679: Move MinRespawnDelay to virtual method AController::GetMinRespawnDelay() (Contributed by bozaro) #jira UE-22309 Change 2817472 on 2016/01/06 by Ben.Marsh Always run UHT in unattended mode from UBT; we don't want it opening any dialogs. Match3 is currently missing a plugin, and it's causing builds to time out. Change 2817473 on 2016/01/06 by Marc.Audy PR #1644: Improve "SpawnActor failed because the spawned actor IsPendingKill" error message (Contributed by slonopotamus) #jira UE-21911 Change 2817533 on 2016/01/06 by Lauren.Ridge Fixing Match3 not compiling in Debug (removed two checks on TileLibrary) #jira UE-25004 Change 2817625 on 2016/01/06 by Taizyd.Korambayil #jira UE-19659 Reimported Template Animations with Proper Skeletons Change 2817647 on 2016/01/06 by Lukasz.Furman replaced ensure during initialization of blackboard based behavior tree task with log warning #ue4 #jira UE-24448 #rb Mieszko.Zielinski Change 2817648 on 2016/01/06 by Lukasz.Furman fixed broken rendering component of navmesh actor after delete-undo operation #ue4 #jira UE-24446 #rb Mieszko.Zielinski Change 2817688 on 2016/01/06 by Taizyd.Korambayil #jira UE-22347 Fixed Message Warnings on Startup Change 2817815 on 2016/01/06 by Jamie.Dale Multiple fixes when editing right-to-left text - Text is now shaped over the entire line to allow rich-text and selected text to be shaped correctly across block boundaries. - Text layout highlights are now able to correctly handle bi-directional and right-to-left text. - Text picking can now handle bi-directional and right-to-left text. - Text picking can now pick the individual characters that make up a ligature glyph. - The caret now draws on the logical (rather than visual) side of the glyph (to handle right-to-left text). - Glyph clusters (multiple glyphs produced from a single character) are now treated as a single logical glyph. - Optimized some of the FShapedGlyphSequence to allow an early out once they've found and processed the start and end glyphs. #jira UE-25013 Change 2817828 on 2016/01/06 by Nick.Darnell Editor - Fixing the OpenLauncher call to be take a structure to allow us to customize it more, and to properly handle the silent command the way we're planning to handle it in the launcher. #jira UE-24563 Change 2818052 on 2016/01/06 by Nick.Darnell Editor - Adding another application check for the launcher to catch the current app name on mac. #jira UE-24563 Change 2818149 on 2016/01/06 by Taizyd.Korambayil #jira UE-19097 Adjusted FirstPerson Pawn, so that Camera doesnt clip the Arm Mesh Change 2818360 on 2016/01/06 by Chris.Babcock Fix reading from ini sections not cached after build system changes for 4.11 #jira UE-25027 #ue4 #android Change 2818369 on 2016/01/06 by Ryan.Vance #jira UE-24976 Adding tessellation support to instanced stereo Change 2818999 on 2016/01/07 by Robert.Manuszewski UHT will no longer try to load game-only plugins. #jira UE-25032 - Changed module type RuntimeNoProgram to RuntimeAndProgram so that bu default Runtime plugin modules won't be loaded by programs - Added better error message when UHT's PreInit fails Change 2819064 on 2016/01/07 by Richard.Hinckley #jira UE-24694 Fixing array usage in 4.11 stream. Change 2819067 on 2016/01/07 by Ori.Cohen When editor tries to spawn a physics asset we automatically load the needed skeletal mesh #rb Matt.K #JIRA UE-24165
2016-01-22 08:13:18 -05:00
if(WaitToMakeRocketBuild.ShouldAddTrigger(BranchConfig) && !BranchConfig.HasNode(WaitToMakeRocketBuild.StaticGetFullName()))
{
BranchConfig.AddNode(new WaitToMakeRocketBuild(BranchConfig));
}
// Find all the target platforms for this host platform.
List<UnrealTargetPlatform> TargetPlatforms = GetTargetPlatforms(bp, HostPlatform);
// Remove any target platforms that aren't available
TargetPlatforms.RemoveAll(x => !IsTargetPlatformAvailable(BranchConfig, HostPlatform, x));
// Get the temp directory for stripped files for this host
string StrippedDir = Path.GetFullPath(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", HostPlatform.ToString()));
// Get the temp directory for signed files for this host
string SignedDir = Path.GetFullPath(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", "Signed", HostPlatform.ToString()));
// Strip the host platform
if (StripRocketNode.IsRequiredForPlatform(HostPlatform))
{
BranchConfig.AddNode(new StripRocketToolsNode(BranchConfig, HostPlatform, StrippedDir));
BranchConfig.AddNode(new StripRocketEditorNode(BranchConfig, HostPlatform, StrippedDir));
}
BranchConfig.AddNode(new SignRocketToolsNode(BranchConfig, HostPlatform, SignedDir));
BranchConfig.AddNode(new SignRocketEditorNode(BranchConfig, HostPlatform, SignedDir));
// Strip all the target platforms that are built on this host
foreach (UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if (GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform) == HostPlatform && StripRocketNode.IsRequiredForPlatform(TargetPlatform))
{
BranchConfig.AddNode(new StripRocketMonolithicsNode(BranchConfig, HostPlatform, TargetPlatform, StrippedDir));
}
if (GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform) == HostPlatform && SignRocketNode.IsRequiredForPlatform(TargetPlatform))
{
BranchConfig.AddNode(new SignRocketMonolithicsNode(BranchConfig, HostPlatform, TargetPlatform, SignedDir));
}
}
// Build the DDC
BranchConfig.AddNode(new BuildDerivedDataCacheNode(BranchConfig, HostPlatform, GetCookPlatforms(HostPlatform, TargetPlatforms), CurrentFeaturePacks));
// Generate a list of files that needs to be copied for each target platform
BranchConfig.AddNode(new FilterRocketNode(BranchConfig, HostPlatform, TargetPlatforms, CurrentFeaturePacks, CurrentTemplates));
// Copy the install to the output directory
string LocalOutputDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "Rocket", CommandUtils.GetGenericPlatformName(HostPlatform));
BranchConfig.AddNode(new GatherRocketNode(BranchConfig, HostPlatform, TargetPlatforms, LocalOutputDir));
// Add a node for GitHub promotions
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
if(HostPlatform == UnrealTargetPlatform.Win64 && !BranchConfig.JobInfo.IsPreflight)
{
string GitConfigRelativePath = "Engine/Build/Git/UnrealBot.ini";
if(CommandUtils.FileExists(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, GitConfigRelativePath)))
{
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
string BranchName = null;
if (BranchConfig.BranchName == "//UE4/Main")
{
BranchName = "Main";
}
else if (BranchConfig.BranchName.StartsWith("//UE4/Release-4."))
{
int MinorVersion;
if(int.TryParse(BranchConfig.BranchName.Substring(BranchConfig.BranchName.IndexOf('.') + 1), out MinorVersion))
{
BranchName = "4." + MinorVersion.ToString();
}
}
if (BranchName != null)
{
BranchConfig.AddNode(new RunGithubPromotion(HostPlatform, BranchConfig.HostPlatforms, BranchName, CommandUtils.P4Env.Changelist));
}
}
}
// Get the output directory for the build zips
string PublishedEngineDir;
if (ShouldDoSeriousThingsLikeP4CheckinAndPostToMCP(BranchConfig))
{
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
PublishedEngineDir = CommandUtils.CombinePaths(CommandUtils.RootBuildStorageDirectory(), "Rocket", "Automated", GetBuildLabel(), CommandUtils.GetGenericPlatformName(HostPlatform));
}
else
{
PublishedEngineDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "RocketPublish", CommandUtils.GetGenericPlatformName(HostPlatform));
}
// Publish the install to the network
BranchConfig.AddNode(new PublishRocketNode(HostPlatform, LocalOutputDir, PublishedEngineDir));
BranchConfig.AddNode(new PublishRocketSymbolsNode(BranchConfig, HostPlatform, TargetPlatforms, PublishedEngineDir + "Symbols"));
}
}
public static string GetBuildLabel()
{
return FEngineVersionSupport.FromVersionFile(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, @"Engine\Source\Runtime\Launch\Resources\Version.h")).ToString();
}
public static bool IsTargetPlatformAvailable(GUBP.GUBPBranchConfig BranchConfig, UnrealTargetPlatform HostPlatform, UnrealTargetPlatform TargetPlatform)
{
UnrealTargetPlatform SourceHostPlatform = GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
bool bIsCodeTargetPlatform = IsCodeTargetPlatform(HostPlatform, TargetPlatform);
if(!BranchConfig.HasNode(GUBP.GamePlatformMonolithicsNode.StaticGetFullName(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, false, bIsCodeTargetPlatform)))
{
return false;
}
return true;
}
public static List<UnrealTargetPlatform> GetTargetPlatforms(BuildCommand Command, UnrealTargetPlatform HostPlatform)
{
List<UnrealTargetPlatform> TargetPlatforms = new List<UnrealTargetPlatform>();
if(!Command.ParseParam("NoTargetPlatforms"))
{
// Always support the host platform
TargetPlatforms.Add(HostPlatform);
// Add other target platforms for each host platform
if(HostPlatform == UnrealTargetPlatform.Win64)
{
TargetPlatforms.Add(UnrealTargetPlatform.Win32);
}
if(HostPlatform == UnrealTargetPlatform.Win64 || HostPlatform == UnrealTargetPlatform.Mac)
{
TargetPlatforms.Add(UnrealTargetPlatform.Android);
}
if(HostPlatform == UnrealTargetPlatform.Win64 || HostPlatform == UnrealTargetPlatform.Mac)
{
TargetPlatforms.Add(UnrealTargetPlatform.IOS);
}
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
if (HostPlatform == UnrealTargetPlatform.Win64 || HostPlatform == UnrealTargetPlatform.Mac)
{
TargetPlatforms.Add(UnrealTargetPlatform.TVOS);
}
if (HostPlatform == UnrealTargetPlatform.Win64)
{
TargetPlatforms.Add(UnrealTargetPlatform.Linux);
}
if(HostPlatform == UnrealTargetPlatform.Win64 || HostPlatform == UnrealTargetPlatform.Mac )
{
TargetPlatforms.Add(UnrealTargetPlatform.HTML5);
}
// Remove any platforms that aren't enabled on the command line
string TargetPlatformFilter = Command.ParseParamValue("TargetPlatforms", null);
if(TargetPlatformFilter != null)
{
List<UnrealTargetPlatform> NewTargetPlatforms = new List<UnrealTargetPlatform>();
foreach (string TargetPlatformName in TargetPlatformFilter.Split(new char[]{ '+' }, StringSplitOptions.RemoveEmptyEntries))
{
UnrealTargetPlatform TargetPlatform;
if(!Enum.TryParse(TargetPlatformName, out TargetPlatform))
{
throw new AutomationException("Unknown target platform '{0}' specified on command line");
}
else if(TargetPlatforms.Contains(TargetPlatform))
{
NewTargetPlatforms.Add(TargetPlatform);
}
}
TargetPlatforms = NewTargetPlatforms;
}
}
return TargetPlatforms;
}
public static string GetCookPlatforms(UnrealTargetPlatform HostPlatform, IEnumerable<UnrealTargetPlatform> TargetPlatforms)
{
// Always include the editor platform for cooking
List<string> CookPlatforms = new List<string>();
CookPlatforms.Add(Platform.Platforms[HostPlatform].GetEditorCookPlatform());
// Add all the target platforms
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if(TargetPlatform == UnrealTargetPlatform.Android)
{
CookPlatforms.Add(Platform.Platforms[TargetPlatform].GetCookPlatform(false, false, "ATC"));
}
else
{
CookPlatforms.Add(Platform.Platforms[TargetPlatform].GetCookPlatform(false, false, ""));
}
}
return CommandUtils.CombineCommandletParams(CookPlatforms.Distinct().ToArray());
}
public static bool ShouldDoSeriousThingsLikeP4CheckinAndPostToMCP(GUBP.GUBPBranchConfig BranchConfig)
{
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
return CommandUtils.P4Enabled && CommandUtils.AllowSubmit && !BranchConfig.JobInfo.IsPreflight; // we don't do serious things in a preflight
}
public static UnrealTargetPlatform GetSourceHostPlatform(List<UnrealTargetPlatform> HostPlatforms, UnrealTargetPlatform HostPlatform, UnrealTargetPlatform TargetPlatform)
{
if (TargetPlatform == UnrealTargetPlatform.HTML5 && HostPlatform == UnrealTargetPlatform.Mac && HostPlatforms.Contains(UnrealTargetPlatform.Win64))
{
return UnrealTargetPlatform.Win64;
}
if (TargetPlatform == UnrealTargetPlatform.Android && HostPlatform == UnrealTargetPlatform.Mac && HostPlatforms.Contains(UnrealTargetPlatform.Win64))
{
return UnrealTargetPlatform.Win64;
}
if(TargetPlatform == UnrealTargetPlatform.IOS && HostPlatform == UnrealTargetPlatform.Win64 && HostPlatforms.Contains(UnrealTargetPlatform.Mac))
{
return UnrealTargetPlatform.Mac;
}
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
if (TargetPlatform == UnrealTargetPlatform.TVOS && HostPlatform == UnrealTargetPlatform.Win64 && HostPlatforms.Contains(UnrealTargetPlatform.Mac))
{
return UnrealTargetPlatform.Mac;
}
return HostPlatform;
}
public static bool IsCodeTargetPlatform(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform TargetPlatform)
{
if(TargetPlatform == UnrealTargetPlatform.Linux)
{
return false;
}
if(HostPlatform == UnrealTargetPlatform.Win64 && TargetPlatform == UnrealTargetPlatform.IOS)
{
return false;
}
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
if (HostPlatform == UnrealTargetPlatform.Win64 && TargetPlatform == UnrealTargetPlatform.TVOS)
{
return false;
}
return true;
}
}
public class WaitToMakeRocketBuild : GUBP.WaitForUserInput
{
public WaitToMakeRocketBuild(GUBP.GUBPBranchConfig BranchConfig)
{
foreach(UnrealTargetPlatform HostPlatform in BranchConfig.HostPlatforms)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
AddPseudodependency(FilterRocketNode.StaticGetFullName(HostPlatform));
AddPseudodependency(BuildDerivedDataCacheNode.StaticGetFullName(HostPlatform));
SingleTargetProperties BuildPatchTool = BranchConfig.Branch.FindProgram("BuildPatchTool");
if(BuildPatchTool.Rules != null)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
AddPseudodependency(GUBP.SingleInternalToolsNode.StaticGetFullName(HostPlatform, BuildPatchTool));
}
}
}
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2835147) ========================== MAJOR FEATURES + CHANGES ========================== Change 2817214 on 2016/01/06 by mason.seay Adjusted Walkable Slope Override for mesh #jira UE-24473 Change 2817384 on 2016/01/06 by Michael.Schoell Crash fix when selecting a variable node for a variable that is not owned by a Blueprint. #jira UE-24958 - Crash when getting the sequence player in level blueprint Change 2817438 on 2016/01/06 by Max.Chen Sequencer: Add option to specify position of material name from the movie scene capture interface. For example, MovieCapture_{material}_{width}x{height}.{frame} will create files like this: MovieCapture_FinalImage_1920x1080.0010.exr #rb Andrew.Rodham #jira UE-24926 Change 2817459 on 2016/01/06 by Marc.Audy PR #1679: Move MinRespawnDelay to virtual method AController::GetMinRespawnDelay() (Contributed by bozaro) #jira UE-22309 Change 2817472 on 2016/01/06 by Ben.Marsh Always run UHT in unattended mode from UBT; we don't want it opening any dialogs. Match3 is currently missing a plugin, and it's causing builds to time out. Change 2817473 on 2016/01/06 by Marc.Audy PR #1644: Improve "SpawnActor failed because the spawned actor IsPendingKill" error message (Contributed by slonopotamus) #jira UE-21911 Change 2817533 on 2016/01/06 by Lauren.Ridge Fixing Match3 not compiling in Debug (removed two checks on TileLibrary) #jira UE-25004 Change 2817625 on 2016/01/06 by Taizyd.Korambayil #jira UE-19659 Reimported Template Animations with Proper Skeletons Change 2817647 on 2016/01/06 by Lukasz.Furman replaced ensure during initialization of blackboard based behavior tree task with log warning #ue4 #jira UE-24448 #rb Mieszko.Zielinski Change 2817648 on 2016/01/06 by Lukasz.Furman fixed broken rendering component of navmesh actor after delete-undo operation #ue4 #jira UE-24446 #rb Mieszko.Zielinski Change 2817688 on 2016/01/06 by Taizyd.Korambayil #jira UE-22347 Fixed Message Warnings on Startup Change 2817815 on 2016/01/06 by Jamie.Dale Multiple fixes when editing right-to-left text - Text is now shaped over the entire line to allow rich-text and selected text to be shaped correctly across block boundaries. - Text layout highlights are now able to correctly handle bi-directional and right-to-left text. - Text picking can now handle bi-directional and right-to-left text. - Text picking can now pick the individual characters that make up a ligature glyph. - The caret now draws on the logical (rather than visual) side of the glyph (to handle right-to-left text). - Glyph clusters (multiple glyphs produced from a single character) are now treated as a single logical glyph. - Optimized some of the FShapedGlyphSequence to allow an early out once they've found and processed the start and end glyphs. #jira UE-25013 Change 2817828 on 2016/01/06 by Nick.Darnell Editor - Fixing the OpenLauncher call to be take a structure to allow us to customize it more, and to properly handle the silent command the way we're planning to handle it in the launcher. #jira UE-24563 Change 2818052 on 2016/01/06 by Nick.Darnell Editor - Adding another application check for the launcher to catch the current app name on mac. #jira UE-24563 Change 2818149 on 2016/01/06 by Taizyd.Korambayil #jira UE-19097 Adjusted FirstPerson Pawn, so that Camera doesnt clip the Arm Mesh Change 2818360 on 2016/01/06 by Chris.Babcock Fix reading from ini sections not cached after build system changes for 4.11 #jira UE-25027 #ue4 #android Change 2818369 on 2016/01/06 by Ryan.Vance #jira UE-24976 Adding tessellation support to instanced stereo Change 2818999 on 2016/01/07 by Robert.Manuszewski UHT will no longer try to load game-only plugins. #jira UE-25032 - Changed module type RuntimeNoProgram to RuntimeAndProgram so that bu default Runtime plugin modules won't be loaded by programs - Added better error message when UHT's PreInit fails Change 2819064 on 2016/01/07 by Richard.Hinckley #jira UE-24694 Fixing array usage in 4.11 stream. Change 2819067 on 2016/01/07 by Ori.Cohen When editor tries to spawn a physics asset we automatically load the needed skeletal mesh #rb Matt.K #JIRA UE-24165
2016-01-22 08:13:18 -05:00
public static bool ShouldAddTrigger(GUBP.GUBPBranchConfig BranchConfig)
{
return !BranchConfig.BranchName.StartsWith("//UE4/Release-");
}
public static string StaticGetFullName()
{
return "WaitToMakeRocketBuild";
}
public override string GetFullName()
{
return StaticGetFullName();
}
public override string GetTriggerDescText()
{
return "Ready to make Rocket build";
}
public override string GetTriggerActionText()
{
return "Make Rocket build";
}
}
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
public class RunGithubPromotion : GUBP.HostPlatformNode
{
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
string BranchName;
int Changelist;
public RunGithubPromotion(UnrealTargetPlatform HostPlatform, List<UnrealTargetPlatform> ForHostPlatforms, string InBranchName, int InChangelist) : base(HostPlatform)
{
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
BranchName = InBranchName;
Changelist = InChangelist;
foreach(UnrealTargetPlatform ForHostPlatform in ForHostPlatforms)
{
AddPseudodependency(GUBP.RootEditorNode.StaticGetFullName(ForHostPlatform));
AddPseudodependency(GUBP.ToolsNode.StaticGetFullName(ForHostPlatform));
AddPseudodependency(GUBP.InternalToolsNode.StaticGetFullName(ForHostPlatform));
}
}
public static string StaticGetFullName(UnrealTargetPlatform HostPlatform)
{
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
return "RunGithubPromotion" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override int CISFrequencyQuantumShift(GUBP.GUBPBranchConfig BranchConfig)
{
return 6;
}
public override void DoBuild(GUBP bp)
{
// Label everything in the branch at this changelist
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
if(CommandUtils.IsBuildMachine)
{
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
CommandUtils.Run("ectool.exe", String.Format("runProcedure GitHub --procedureName \"Run Promotion\" --actualParameter \"Branch={0}\" --actualParameter \"CL={1}\"", BranchName, Changelist), Options: CommandUtils.ERunOptions.None);
}
// Create a dummy build product
BuildProducts = new List<string>();
SaveRecordOfSuccessAndAddToBuildProducts();
}
}
public abstract class StripRocketNode : GUBP.HostPlatformNode
{
public GUBP.GUBPBranchConfig BranchConfig;
public UnrealTargetPlatform TargetPlatform;
public string StrippedDir;
public List<string> NodesToStrip = new List<string>();
public StripRocketNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, UnrealTargetPlatform InTargetPlatform, string InStrippedDir) : base(InHostPlatform)
{
BranchConfig = InBranchConfig;
TargetPlatform = InTargetPlatform;
StrippedDir = InStrippedDir;
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2828332 on 2016/01/14 by Matthew.Griffin Ensure that warnings from Dynamic Compilation of build.cs files are propagated up to user when compiling in Visual Studio etc. Change 2828335 on 2016/01/14 by Matthew.Griffin Renaming AddThirdParty... functions to AddEngineThirdParty... so it's clear we're talking about third party libraries within the engine directory. This removes another couple of RunningRocket checks and uses the IsMonolithic property now. Change 2831365 on 2016/01/16 by Ben.Marsh Add a UAT command to remove any temp storage directories older than a specified length of time, and disable the GUBP node to do so when running with -NewEC. Better to set this up as a separate scheduled task for each temp storage folder we have, rather than run it as part of GUBP builds above a certain size. Change 2832166 on 2016/01/18 by Ben.Marsh Make INI file parsing much more tolerant to errors, because it prevents the build system from starting up. Now outputs warnings rather than throwing exceptions. Change 2835725 on 2016/01/20 by Matthew.Griffin Removed more uses of RunningRocket functions Switch Linux staging check to see if required files exist until switched to using receipts Always stage CrashReporter for Linux Mac and Linux will not use Compile Lean And Mean when generating project files Allow normal DynamicCompilation check to occur in binary builds Allow XMPP dependency on WebRTC now that it's publically distributed Change 2835864 on 2016/01/20 by Matthew.Griffin Made sure -rocket is passed when generating project files as this has to work from UnrealVersionSelector with every version of the Engine we've released. Also tidied up some arguments that are set in UVS and never used. Change 2839932 on 2016/01/22 by Matthew.Griffin Removed last uses of RunningRocket from UnrealBuildTool Changed Mac Build.sh so that it doesn't try to build UBT so that it can be used in installed builds the same way as windows. Combined code doing very similar things for single games and rocket projects. Removed check on whether to add client and server targets in Rocket as we don't distribute the .target.cs files. Removed RunningRocket function and the code checking for -rocket on the command line Change 2846971 on 2016/01/28 by Matthew.Griffin Replaced RunningRocket with IsEngineInstalled for all Engine programs that won't need to be built. Change 2853879 on 2016/02/03 by Matthew.Griffin Added UnrealLightmass to list of programs to build when Build Solution is used and Editor configuration is selected #jira UE-25666 #lockdown Nick.Penwarden [CL 2854567 by Ben Marsh in Main branch]
2016-02-03 15:40:40 -05:00
public override string[] GetAgentTypes()
{
return new string[]{ "Compile" + HostPlatform.ToString(), HostPlatform.ToString() };
}
public override abstract string GetFullName();
public void AddNodeToStrip(string NodeName)
{
NodesToStrip.Add(NodeName);
AddDependency(NodeName);
}
public static bool IsRequiredForPlatform(UnrealTargetPlatform Platform)
{
return Platform != UnrealTargetPlatform.HTML5;
}
public override void DoBuild(GUBP bp)
{
BuildProducts = new List<string>();
string InputDir = Path.GetFullPath(CommandUtils.CmdEnv.LocalRoot);
string RulesFileName = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Build", "InstalledEngineFilters.ini");
// Read the filter for files on this platform
FileFilter StripFilter = new FileFilter();
StripFilter.ReadRulesFromFile(RulesFileName, "StripSymbols." + TargetPlatform.ToString(), HostPlatform.ToString());
// Apply the filter to the build products
List<string> SourcePaths = new List<string>();
List<string> TargetPaths = new List<string>();
foreach(string NodeToStrip in NodesToStrip)
{
GUBP.GUBPNode Node = BranchConfig.FindNode(NodeToStrip);
foreach(string DependencyBuildProduct in Node.BuildProducts)
{
string RelativePath = CommandUtils.StripBaseDirectory(Path.GetFullPath(DependencyBuildProduct), InputDir);
if(StripFilter.Matches(RelativePath))
{
SourcePaths.Add(CommandUtils.CombinePaths(InputDir, RelativePath));
TargetPaths.Add(CommandUtils.CombinePaths(StrippedDir, RelativePath));
}
}
}
// Strip the files and add them to the build products
StripSymbols(TargetPlatform, SourcePaths.ToArray(), TargetPaths.ToArray());
BuildProducts.AddRange(TargetPaths);
SaveRecordOfSuccessAndAddToBuildProducts();
}
public static void StripSymbols(UnrealTargetPlatform TargetPlatform, string[] SourceFileNames, string[] TargetFileNames)
{
UEBuildPlatform Platform = UEBuildPlatform.GetBuildPlatform(TargetPlatform);
UEToolChain ToolChain = Platform.CreateContext(null).CreateToolChainForDefaultCppPlatform();
for (int Idx = 0; Idx < SourceFileNames.Length; Idx++)
{
CommandUtils.CreateDirectory(Path.GetDirectoryName(TargetFileNames[Idx]));
CommandUtils.Log("Stripping symbols: {0} -> {1}", SourceFileNames[Idx], TargetFileNames[Idx]);
ToolChain.StripSymbols(SourceFileNames[Idx], TargetFileNames[Idx]);
}
}
}
public class StripRocketToolsNode : StripRocketNode
{
public StripRocketToolsNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, string InStrippedDir)
: base(InBranchConfig, InHostPlatform, InHostPlatform, InStrippedDir)
{
AddNodeToStrip(GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform));
AddNodeToStrip(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
SingleTargetProperties BuildPatchTool = BranchConfig.Branch.FindProgram("BuildPatchTool");
if (BuildPatchTool.Rules == null)
{
throw new AutomationException("Could not find program BuildPatchTool.");
}
AddNodeToStrip(GUBP.SingleInternalToolsNode.StaticGetFullName(HostPlatform, BuildPatchTool));
AgentSharingGroup = "ToolsGroup" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "Strip" + GUBP.ToolsNode.StaticGetFullName(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
}
public class StripRocketEditorNode : StripRocketNode
{
public StripRocketEditorNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, string InStrippedDir)
: base(InBranchConfig, InHostPlatform, InHostPlatform, InStrippedDir)
{
AddNodeToStrip(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AgentSharingGroup = "Editor" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override float Priority()
{
return 1000000.0f;
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "Strip" + GUBP.RootEditorNode.StaticGetFullName(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
}
public class StripRocketMonolithicsNode : StripRocketNode
{
BranchInfo.BranchUProject Project;
bool bIsCodeTargetPlatform;
public StripRocketMonolithicsNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, UnrealTargetPlatform InTargetPlatform, string InStrippedDir) : base(InBranchConfig, InHostPlatform, InTargetPlatform, InStrippedDir)
{
Project = InBranchConfig.Branch.BaseEngineProject;
bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(InHostPlatform, InTargetPlatform);
GUBP.GUBPNode Node = InBranchConfig.FindNode(GUBP.GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, Project, InTargetPlatform, Precompiled: bIsCodeTargetPlatform));
if(String.IsNullOrEmpty(Node.AgentSharingGroup))
{
Node.AgentSharingGroup = BranchConfig.Branch.BaseEngineProject.GameName + "_MonolithicsGroup_" + InTargetPlatform + StaticGetHostPlatformSuffix(InHostPlatform);
}
AddNodeToStrip(Node.GetFullName());
AgentSharingGroup = Node.AgentSharingGroup;
}
public override float Priority()
{
return 1000000.0f;
}
public override string GetDisplayGroupName()
{
return Project.GameName + "_Monolithics" + (bIsCodeTargetPlatform? "_Precompiled" : "");
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InProject, UnrealTargetPlatform InTargetPlatform, bool bIsCodeTargetPlatform)
{
string Name = InProject.GameName + "_" + InTargetPlatform + "_Mono";
if(bIsCodeTargetPlatform)
{
Name += "_Precompiled";
}
return Name + "_Strip" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform, Project, TargetPlatform, bIsCodeTargetPlatform);
}
}
public abstract class SignRocketNode : GUBP.HostPlatformNode
{
public GUBP.GUBPBranchConfig BranchConfig;
public UnrealTargetPlatform TargetPlatform;
public string SignedDir;
public List<string> NodesToSign = new List<string>();
public SignRocketNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, UnrealTargetPlatform InTargetPlatform, string InSignedDir)
: base(InHostPlatform)
{
BranchConfig = InBranchConfig;
TargetPlatform = InTargetPlatform;
SignedDir = InSignedDir;
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2828332 on 2016/01/14 by Matthew.Griffin Ensure that warnings from Dynamic Compilation of build.cs files are propagated up to user when compiling in Visual Studio etc. Change 2828335 on 2016/01/14 by Matthew.Griffin Renaming AddThirdParty... functions to AddEngineThirdParty... so it's clear we're talking about third party libraries within the engine directory. This removes another couple of RunningRocket checks and uses the IsMonolithic property now. Change 2831365 on 2016/01/16 by Ben.Marsh Add a UAT command to remove any temp storage directories older than a specified length of time, and disable the GUBP node to do so when running with -NewEC. Better to set this up as a separate scheduled task for each temp storage folder we have, rather than run it as part of GUBP builds above a certain size. Change 2832166 on 2016/01/18 by Ben.Marsh Make INI file parsing much more tolerant to errors, because it prevents the build system from starting up. Now outputs warnings rather than throwing exceptions. Change 2835725 on 2016/01/20 by Matthew.Griffin Removed more uses of RunningRocket functions Switch Linux staging check to see if required files exist until switched to using receipts Always stage CrashReporter for Linux Mac and Linux will not use Compile Lean And Mean when generating project files Allow normal DynamicCompilation check to occur in binary builds Allow XMPP dependency on WebRTC now that it's publically distributed Change 2835864 on 2016/01/20 by Matthew.Griffin Made sure -rocket is passed when generating project files as this has to work from UnrealVersionSelector with every version of the Engine we've released. Also tidied up some arguments that are set in UVS and never used. Change 2839932 on 2016/01/22 by Matthew.Griffin Removed last uses of RunningRocket from UnrealBuildTool Changed Mac Build.sh so that it doesn't try to build UBT so that it can be used in installed builds the same way as windows. Combined code doing very similar things for single games and rocket projects. Removed check on whether to add client and server targets in Rocket as we don't distribute the .target.cs files. Removed RunningRocket function and the code checking for -rocket on the command line Change 2846971 on 2016/01/28 by Matthew.Griffin Replaced RunningRocket with IsEngineInstalled for all Engine programs that won't need to be built. Change 2853879 on 2016/02/03 by Matthew.Griffin Added UnrealLightmass to list of programs to build when Build Solution is used and Editor configuration is selected #jira UE-25666 #lockdown Nick.Penwarden [CL 2854567 by Ben Marsh in Main branch]
2016-02-03 15:40:40 -05:00
public override string[] GetAgentTypes()
{
return new string[]{ "Compile" + HostPlatform.ToString(), HostPlatform.ToString() };
}
public override abstract string GetFullName();
public void AddNodeToSign(string NodeName)
{
NodesToSign.Add(NodeName);
AddDependency(NodeName);
}
public static bool IsRequiredForPlatform(UnrealTargetPlatform Platform)
{
return Platform == UnrealTargetPlatform.Mac || Platform == UnrealTargetPlatform.Win64 || Platform == UnrealTargetPlatform.Win32;
}
public override void DoBuild(GUBP bp)
{
BuildProducts = new List<string>();
string InputDir = Path.GetFullPath(CommandUtils.CmdEnv.LocalRoot);
// Read the filter for files on this platform
FileFilter SignFilter = new FileFilter();
if (HostPlatform == UnrealTargetPlatform.Mac)
{
SignFilter.AddRule("*.dylib");
SignFilter.AddRule("*.app");
}
else
{
SignFilter.AddRule("*.exe");
SignFilter.AddRule("*.dll");
}
// Apply the filter to the build products
List<string> SourcePaths = new List<string>();
List<string> TargetPaths = new List<string>();
foreach (string NodeToSign in NodesToSign)
{
GUBP.GUBPNode Node = BranchConfig.FindNode(NodeToSign);
foreach (string DependencyBuildProduct in Node.BuildProducts)
{
string RelativePath = CommandUtils.StripBaseDirectory(Path.GetFullPath(DependencyBuildProduct), InputDir);
if (SignFilter.Matches(RelativePath))
{
SourcePaths.Add(CommandUtils.CombinePaths(InputDir, RelativePath));
TargetPaths.Add(CommandUtils.CombinePaths(SignedDir, RelativePath));
}
}
}
// Strip the files and add them to the build products
SignFiles(bp, SourcePaths.ToArray(), TargetPaths.ToArray());
BuildProducts.AddRange(TargetPaths);
SaveRecordOfSuccessAndAddToBuildProducts();
}
public void SignFiles(GUBP bp, string[] SourceFileNames, string[] TargetFileNames)
{
// copy the files from source to target
for (int Idx = 0; Idx < SourceFileNames.Length; Idx++)
{
CommandUtils.CreateDirectory(Path.GetDirectoryName(TargetFileNames[Idx]));
CommandUtils.Log("Signing code: {0} -> {1}", SourceFileNames[Idx], TargetFileNames[Idx]);
CommandUtils.CopyFile(SourceFileNames[Idx], TargetFileNames[Idx]);
}
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(bp, TargetFileNames.ToList());
}
}
public class SignRocketToolsNode : SignRocketNode
{
public SignRocketToolsNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, string InSignedDir)
: base(InBranchConfig, InHostPlatform, InHostPlatform, InSignedDir)
{
AddNodeToSign(GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform));
AddNodeToSign(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
SingleTargetProperties BuildPatchTool = BranchConfig.Branch.FindProgram("BuildPatchTool");
if (BuildPatchTool.Rules == null)
{
throw new AutomationException("Could not find program BuildPatchTool.");
}
AddNodeToSign(GUBP.SingleInternalToolsNode.StaticGetFullName(HostPlatform, BuildPatchTool));
AddDependency(StripRocketToolsNode.StaticGetFullName(HostPlatform));
AgentSharingGroup = "ToolsGroup" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "Sign" + GUBP.ToolsNode.StaticGetFullName(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
}
public class SignRocketEditorNode : SignRocketNode
{
public SignRocketEditorNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, string InSignedDir)
: base(InBranchConfig, InHostPlatform, InHostPlatform, InSignedDir)
{
AddNodeToSign(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AddDependency(StripRocketEditorNode.StaticGetFullName(HostPlatform));
AgentSharingGroup = "Editor" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override float Priority()
{
return 1000000.0f;
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "Sign" + GUBP.RootEditorNode.StaticGetFullName(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
}
public class SignRocketMonolithicsNode : SignRocketNode
{
BranchInfo.BranchUProject Project;
bool bIsCodeTargetPlatform;
public SignRocketMonolithicsNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, UnrealTargetPlatform InTargetPlatform, string InSignedDir)
: base(InBranchConfig, InHostPlatform, InTargetPlatform, InSignedDir)
{
Project = InBranchConfig.Branch.BaseEngineProject;
bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(InHostPlatform, InTargetPlatform);
GUBP.GUBPNode Node = InBranchConfig.FindNode(GUBP.GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, Project, InTargetPlatform, Precompiled: bIsCodeTargetPlatform));
if (String.IsNullOrEmpty(Node.AgentSharingGroup))
{
Node.AgentSharingGroup = BranchConfig.Branch.BaseEngineProject.GameName + "_MonolithicsGroup_" + InTargetPlatform + StaticGetHostPlatformSuffix(InHostPlatform);
}
AddNodeToSign(Node.GetFullName());
string StripNode = StripRocketMonolithicsNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, RocketBuild.IsCodeTargetPlatform(HostPlatform, TargetPlatform));
AddDependency(StripNode);
AgentSharingGroup = Node.AgentSharingGroup;
}
public override float Priority()
{
return 1000000.0f;
}
public override string GetDisplayGroupName()
{
return Project.GameName + "_Monolithics" + (bIsCodeTargetPlatform ? "_Precompiled" : "");
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InProject, UnrealTargetPlatform InTargetPlatform, bool bIsCodeTargetPlatform)
{
string Name = InProject.GameName + "_" + InTargetPlatform + "_Mono";
if (bIsCodeTargetPlatform)
{
Name += "_Precompiled";
}
return Name + "_Sign" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform, Project, TargetPlatform, bIsCodeTargetPlatform);
}
}
public class FilterRocketNode : GUBP.HostPlatformNode
{
GUBP.GUBPBranchConfig BranchConfig;
List<UnrealTargetPlatform> SourceHostPlatforms;
List<UnrealTargetPlatform> TargetPlatforms;
string[] CurrentFeaturePacks;
string[] CurrentTemplates;
public readonly string DepotManifestPath;
public Dictionary<string, string> StrippedNodeManifestPaths = new Dictionary<string, string>();
public Dictionary<string, string> SignedNodeManifestPaths = new Dictionary<string, string>();
public FilterRocketNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, List<UnrealTargetPlatform> InTargetPlatforms, string[] InCurrentFeaturePacks, string[] InCurrentTemplates)
: base(InHostPlatform)
{
BranchConfig = InBranchConfig;
TargetPlatforms = new List<UnrealTargetPlatform>(InTargetPlatforms);
CurrentFeaturePacks = InCurrentFeaturePacks;
CurrentTemplates = InCurrentTemplates;
DepotManifestPath = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", HostPlatform.ToString(), "Filter.txt");
// Add the editor
AddDependency(GUBP.VersionFilesNode.StaticGetFullName());
AddDependency(GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
SingleTargetProperties BuildPatchTool = BranchConfig.Branch.FindProgram("BuildPatchTool");
if (BuildPatchTool.Rules == null)
{
throw new AutomationException("Could not find program BuildPatchTool.");
}
AddDependency(GUBP.SingleInternalToolsNode.StaticGetFullName(HostPlatform, BuildPatchTool));
// Add all the monolithic builds from their appropriate source host platform
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
bool bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(SourceHostPlatform, TargetPlatform);
AddDependency(GUBP.GamePlatformMonolithicsNode.StaticGetFullName(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, Precompiled: bIsCodeTargetPlatform));
}
// Also add stripped symbols for all the target platforms that require it
List<string> StrippedNodeNames = new List<string>();
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if(StripRocketNode.IsRequiredForPlatform(TargetPlatform))
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
string StripNode = StripRocketMonolithicsNode.StaticGetFullName(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, RocketBuild.IsCodeTargetPlatform(SourceHostPlatform, TargetPlatform));
AddDependency(StripNode);
StrippedNodeNames.Add(StripNode);
}
}
// Also add signed node for all the target platforms that require it
List<string> SignedNodeNames = new List<string>();
foreach (UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if (SignRocketNode.IsRequiredForPlatform(TargetPlatform))
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
string SignNode = SignRocketMonolithicsNode.StaticGetFullName(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, RocketBuild.IsCodeTargetPlatform(SourceHostPlatform, TargetPlatform));
AddDependency(SignNode);
SignedNodeNames.Add(SignNode);
}
}
// Add win64 tools on Mac, to get the win64 build of UBT, UAT and IPP
if (HostPlatform == UnrealTargetPlatform.Mac && BranchConfig.HostPlatforms.Contains(UnrealTargetPlatform.Win64))
{
AddDependency(GUBP.ToolsNode.StaticGetFullName(UnrealTargetPlatform.Win64));
AddDependency(GUBP.ToolsForCompileNode.StaticGetFullName(UnrealTargetPlatform.Win64));
}
// Add all the feature packs
AddDependency(GUBP.MakeFeaturePacksNode.StaticGetFullName(GUBP.MakeFeaturePacksNode.GetDefaultBuildPlatform(BranchConfig.HostPlatforms)));
// Find all the host platforms we need
SourceHostPlatforms = TargetPlatforms.Select(x => RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, x)).Distinct().ToList();
if(!SourceHostPlatforms.Contains(HostPlatform))
{
SourceHostPlatforms.Add(HostPlatform);
}
// Add the stripped host platforms
if(StripRocketNode.IsRequiredForPlatform(HostPlatform))
{
AddDependency(StripRocketToolsNode.StaticGetFullName(HostPlatform));
StrippedNodeNames.Add(StripRocketToolsNode.StaticGetFullName(HostPlatform));
AddDependency(StripRocketEditorNode.StaticGetFullName(HostPlatform));
StrippedNodeNames.Add(StripRocketEditorNode.StaticGetFullName(HostPlatform));
}
// Add the signed host platforms
if (SignRocketNode.IsRequiredForPlatform(HostPlatform))
{
AddDependency(SignRocketToolsNode.StaticGetFullName(HostPlatform));
SignedNodeNames.Add(SignRocketToolsNode.StaticGetFullName(HostPlatform));
AddDependency(SignRocketEditorNode.StaticGetFullName(HostPlatform));
SignedNodeNames.Add(SignRocketEditorNode.StaticGetFullName(HostPlatform));
}
// Set all the stripped manifest paths
foreach(string StrippedNodeName in StrippedNodeNames)
{
StrippedNodeManifestPaths.Add(StrippedNodeName, Path.Combine(Path.GetDirectoryName(DepotManifestPath), "Filter_" + StrippedNodeName + ".txt"));
}
// Set all the signed manifest paths
foreach (string SignedNodeName in SignedNodeNames)
{
SignedNodeManifestPaths.Add(SignedNodeName, Path.Combine(Path.GetDirectoryName(DepotManifestPath), "Filter_" + SignedNodeName + ".txt"));
}
}
public override int CISFrequencyQuantumShift(GUBP.GUBPBranchConfig BranchConfig)
{
return base.CISFrequencyQuantumShift(BranchConfig) + 2;
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "FilterRocket" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override void DoBuild(GUBP bp)
{
BuildProducts = new List<string>();
FileFilter Filter = new FileFilter();
// Include all the editor products
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform), FileFilterType.Include);
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.RootEditorNode.StaticGetFullName(HostPlatform), FileFilterType.Include);
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.ToolsNode.StaticGetFullName(HostPlatform), FileFilterType.Include);
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
SingleTargetProperties BuildPatchTool = BranchConfig.Branch.FindProgram("BuildPatchTool");
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.SingleInternalToolsNode.StaticGetFullName(HostPlatform, BuildPatchTool), FileFilterType.Include);
// Include win64 tools on Mac, to get the win64 build of UBT, UAT and IPP
if (HostPlatform == UnrealTargetPlatform.Mac && BranchConfig.HostPlatforms.Contains(UnrealTargetPlatform.Win64))
{
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.ToolsNode.StaticGetFullName(UnrealTargetPlatform.Win64), FileFilterType.Include);
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.ToolsForCompileNode.StaticGetFullName(UnrealTargetPlatform.Win64), FileFilterType.Include);
}
// Include the editor headers
UnzipAndAddRuleForHeaders(GUBP.RootEditorNode.StaticGetArchivedHeadersPath(HostPlatform), Filter, FileFilterType.Include);
// Include the build dependencies for every code platform
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if(RocketBuild.IsCodeTargetPlatform(HostPlatform, TargetPlatform))
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
string FileListPath = GUBP.GamePlatformMonolithicsNode.StaticGetBuildDependenciesPath(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform);
Filter.AddRuleForFiles(UnrealBuildTool.Utils.ReadClass<UnrealBuildTool.ExternalFileList>(FileListPath).FileNames, CommandUtils.CmdEnv.LocalRoot, FileFilterType.Include);
UnzipAndAddRuleForHeaders(GUBP.GamePlatformMonolithicsNode.StaticGetArchivedHeadersPath(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform), Filter, FileFilterType.Include);
}
}
// Add the monolithic binaries
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
bool bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(SourceHostPlatform, TargetPlatform);
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.GamePlatformMonolithicsNode.StaticGetFullName(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, Precompiled: bIsCodeTargetPlatform), FileFilterType.Include);
}
// Include the feature packs
foreach(string CurrentFeaturePack in CurrentFeaturePacks)
{
BranchInfo.BranchUProject Project = BranchConfig.Branch.FindGameChecked(CurrentFeaturePack);
Filter.AddRuleForFile(GUBP.MakeFeaturePacksNode.GetOutputFile(Project), CommandUtils.CmdEnv.LocalRoot, FileFilterType.Include);
}
// Include all the templates
foreach (string Template in CurrentTemplates)
{
BranchInfo.BranchUProject Project = BranchConfig.Branch.FindGameChecked(Template);
Filter.Include("/" + Utils.StripBaseDirectory(Path.GetDirectoryName(Project.FilePath.FullName), CommandUtils.CmdEnv.LocalRoot).Replace('\\', '/') + "/...");
}
// Include all the standard rules
string RulesFileName = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Build", "InstalledEngineFilters.ini");
Filter.ReadRulesFromFile(RulesFileName, "CopyEditor", HostPlatform.ToString());
Filter.ReadRulesFromFile(RulesFileName, "CopyTargetPlatforms", HostPlatform.ToString());
// Custom rules for each target platform
foreach(UnrealTargetPlatform TargetPlaform in TargetPlatforms)
{
string SectionName = String.Format("CopyTargetPlatform.{0}", TargetPlaform.ToString());
Filter.ReadRulesFromFile(RulesFileName, SectionName, HostPlatform.ToString());
}
// Add the final exclusions for legal reasons.
Filter.ExcludeConfidentialPlatforms();
Filter.ExcludeConfidentialFolders();
// Run the filter on the stripped symbols, and remove those files from the copy filter
List<string> AllStrippedFiles = new List<string>();
foreach(KeyValuePair<string, string> StrippedNodeManifestPath in StrippedNodeManifestPaths)
{
List<string> StrippedFiles = new List<string>();
StripRocketNode StripNode = (StripRocketNode)BranchConfig.FindNode(StrippedNodeManifestPath.Key);
foreach(string BuildProduct in StripNode.BuildProducts)
{
if(Utils.IsFileUnderDirectory(BuildProduct, StripNode.StrippedDir))
{
string RelativePath = CommandUtils.StripBaseDirectory(Path.GetFullPath(BuildProduct), StripNode.StrippedDir);
if(Filter.Matches(RelativePath))
{
StrippedFiles.Add(RelativePath);
AllStrippedFiles.Add(RelativePath);
Filter.Exclude("/" + RelativePath);
}
}
}
WriteManifest(StrippedNodeManifestPath.Value, StrippedFiles);
BuildProducts.Add(StrippedNodeManifestPath.Value);
}
// Run the filter on the signed code, and remove those files from the copy filter
List<string> AllSignedFiles = new List<string>();
foreach (KeyValuePair<string, string> SignedNodeManifestPath in SignedNodeManifestPaths)
{
List<string> SignedFiles = new List<string>();
SignRocketNode SignNode = (SignRocketNode)BranchConfig.FindNode(SignedNodeManifestPath.Key);
foreach (string BuildProduct in SignNode.BuildProducts)
{
if (Utils.IsFileUnderDirectory(BuildProduct, SignNode.SignedDir))
{
string RelativePath = CommandUtils.StripBaseDirectory(Path.GetFullPath(BuildProduct), SignNode.SignedDir);
if (Filter.Matches(RelativePath))
{
SignedFiles.Add(RelativePath);
AllSignedFiles.Add(RelativePath);
Filter.Exclude("/" + RelativePath);
}
}
}
WriteManifest(SignedNodeManifestPath.Value, SignedFiles);
BuildProducts.Add(SignedNodeManifestPath.Value);
}
// Write the filtered list of depot files to disk, removing any symlinks
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
List<string> DepotFiles = Filter.ApplyToDirectory(CommandUtils.CmdEnv.LocalRoot, true);
WriteManifest(DepotManifestPath, DepotFiles);
BuildProducts.Add(DepotManifestPath);
// Sort the list of output files
SortedDictionary<string, bool> SortedFiles = new SortedDictionary<string,bool>(StringComparer.InvariantCultureIgnoreCase);
foreach(string DepotFile in DepotFiles)
{
SortedFiles.Add(DepotFile, false);
}
foreach(string StrippedFile in AllStrippedFiles)
{
SortedFiles.Add(StrippedFile, true);
}
// Write the list to the log
CommandUtils.Log("Files to be included in Rocket build:");
foreach(KeyValuePair<string, bool> SortedFile in SortedFiles)
{
CommandUtils.Log(" {0}{1}", SortedFile.Key, SortedFile.Value ? " (stripped)" : "");
}
}
static void AddRuleForBuildProducts(FileFilter Filter, GUBP.GUBPBranchConfig BranchConfig, string NodeName, FileFilterType Type)
{
GUBP.GUBPNode Node = BranchConfig.FindNode(NodeName);
if(Node == null)
{
throw new AutomationException("Couldn't find node '{0}'", NodeName);
}
Filter.AddRuleForFiles(Node.BuildProducts, CommandUtils.CmdEnv.LocalRoot, Type);
AddRuleForRuntimeDependencies(Filter, Node.BuildProducts, Type);
}
/**
* Searches for receipts in a list of build products so that any Runtime Dependencies can be added from them
*/
public static void AddRuleForRuntimeDependencies(FileFilter Filter, List<string> BuildProducts, FileFilterType Type)
{
HashSet<string> RuntimeDependencyPaths = new HashSet<string>();
string EnginePath = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine");
// Search for receipts in the Build Products
foreach (string BuildProduct in BuildProducts)
{
if (BuildProduct.EndsWith(".target"))
{
// Read the receipt
TargetReceipt Receipt;
if (!TargetReceipt.TryRead(BuildProduct, out Receipt))
{
//throw new AutomationException("Missing or invalid target receipt ({0})", BuildProduct);
continue;
}
// Convert the paths to absolute
Receipt.ExpandPathVariables(new DirectoryReference(EnginePath), new DirectoryReference(EnginePath));
foreach (var RuntimeDependency in Receipt.RuntimeDependencies)
{
RuntimeDependencyPaths.Add(RuntimeDependency.Path);
}
}
}
// Add rules for runtime dependencies if we found any
if (RuntimeDependencyPaths.Count > 0)
{
Filter.AddRuleForFiles(RuntimeDependencyPaths, CommandUtils.CmdEnv.LocalRoot, Type);
}
}
static void UnzipAndAddRuleForHeaders(string ZipFileName, FileFilter Filter, FileFilterType Type)
{
IEnumerable<string> FileNames = CommandUtils.UnzipFiles(ZipFileName, CommandUtils.CmdEnv.LocalRoot);
Filter.AddRuleForFiles(FileNames, CommandUtils.CmdEnv.LocalRoot, FileFilterType.Include);
}
public static void WriteManifest(string FileName, IEnumerable<string> Files)
{
CommandUtils.CreateDirectory(Path.GetDirectoryName(FileName));
CommandUtils.WriteAllLines(FileName, Files.ToArray());
}
}
public class GatherRocketNode : GUBP.HostPlatformNode
{
GUBP.GUBPBranchConfig BranchConfig;
public readonly string OutputDir;
public List<UnrealTargetPlatform> CodeTargetPlatforms;
public GatherRocketNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform HostPlatform, List<UnrealTargetPlatform> InCodeTargetPlatforms, string InOutputDir) : base(HostPlatform)
{
BranchConfig = InBranchConfig;
OutputDir = InOutputDir;
CodeTargetPlatforms = new List<UnrealTargetPlatform>(InCodeTargetPlatforms);
AddDependency(FilterRocketNode.StaticGetFullName(HostPlatform));
AddDependency(BuildDerivedDataCacheNode.StaticGetFullName(HostPlatform));
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2835147) ========================== MAJOR FEATURES + CHANGES ========================== Change 2817214 on 2016/01/06 by mason.seay Adjusted Walkable Slope Override for mesh #jira UE-24473 Change 2817384 on 2016/01/06 by Michael.Schoell Crash fix when selecting a variable node for a variable that is not owned by a Blueprint. #jira UE-24958 - Crash when getting the sequence player in level blueprint Change 2817438 on 2016/01/06 by Max.Chen Sequencer: Add option to specify position of material name from the movie scene capture interface. For example, MovieCapture_{material}_{width}x{height}.{frame} will create files like this: MovieCapture_FinalImage_1920x1080.0010.exr #rb Andrew.Rodham #jira UE-24926 Change 2817459 on 2016/01/06 by Marc.Audy PR #1679: Move MinRespawnDelay to virtual method AController::GetMinRespawnDelay() (Contributed by bozaro) #jira UE-22309 Change 2817472 on 2016/01/06 by Ben.Marsh Always run UHT in unattended mode from UBT; we don't want it opening any dialogs. Match3 is currently missing a plugin, and it's causing builds to time out. Change 2817473 on 2016/01/06 by Marc.Audy PR #1644: Improve "SpawnActor failed because the spawned actor IsPendingKill" error message (Contributed by slonopotamus) #jira UE-21911 Change 2817533 on 2016/01/06 by Lauren.Ridge Fixing Match3 not compiling in Debug (removed two checks on TileLibrary) #jira UE-25004 Change 2817625 on 2016/01/06 by Taizyd.Korambayil #jira UE-19659 Reimported Template Animations with Proper Skeletons Change 2817647 on 2016/01/06 by Lukasz.Furman replaced ensure during initialization of blackboard based behavior tree task with log warning #ue4 #jira UE-24448 #rb Mieszko.Zielinski Change 2817648 on 2016/01/06 by Lukasz.Furman fixed broken rendering component of navmesh actor after delete-undo operation #ue4 #jira UE-24446 #rb Mieszko.Zielinski Change 2817688 on 2016/01/06 by Taizyd.Korambayil #jira UE-22347 Fixed Message Warnings on Startup Change 2817815 on 2016/01/06 by Jamie.Dale Multiple fixes when editing right-to-left text - Text is now shaped over the entire line to allow rich-text and selected text to be shaped correctly across block boundaries. - Text layout highlights are now able to correctly handle bi-directional and right-to-left text. - Text picking can now handle bi-directional and right-to-left text. - Text picking can now pick the individual characters that make up a ligature glyph. - The caret now draws on the logical (rather than visual) side of the glyph (to handle right-to-left text). - Glyph clusters (multiple glyphs produced from a single character) are now treated as a single logical glyph. - Optimized some of the FShapedGlyphSequence to allow an early out once they've found and processed the start and end glyphs. #jira UE-25013 Change 2817828 on 2016/01/06 by Nick.Darnell Editor - Fixing the OpenLauncher call to be take a structure to allow us to customize it more, and to properly handle the silent command the way we're planning to handle it in the launcher. #jira UE-24563 Change 2818052 on 2016/01/06 by Nick.Darnell Editor - Adding another application check for the launcher to catch the current app name on mac. #jira UE-24563 Change 2818149 on 2016/01/06 by Taizyd.Korambayil #jira UE-19097 Adjusted FirstPerson Pawn, so that Camera doesnt clip the Arm Mesh Change 2818360 on 2016/01/06 by Chris.Babcock Fix reading from ini sections not cached after build system changes for 4.11 #jira UE-25027 #ue4 #android Change 2818369 on 2016/01/06 by Ryan.Vance #jira UE-24976 Adding tessellation support to instanced stereo Change 2818999 on 2016/01/07 by Robert.Manuszewski UHT will no longer try to load game-only plugins. #jira UE-25032 - Changed module type RuntimeNoProgram to RuntimeAndProgram so that bu default Runtime plugin modules won't be loaded by programs - Added better error message when UHT's PreInit fails Change 2819064 on 2016/01/07 by Richard.Hinckley #jira UE-24694 Fixing array usage in 4.11 stream. Change 2819067 on 2016/01/07 by Ori.Cohen When editor tries to spawn a physics asset we automatically load the needed skeletal mesh #rb Matt.K #JIRA UE-24165
2016-01-22 08:13:18 -05:00
if (WaitToMakeRocketBuild.ShouldAddTrigger(InBranchConfig))
{
AddPseudodependency(WaitToMakeRocketBuild.StaticGetFullName());
}
AgentSharingGroup = "RocketGroup" + StaticGetHostPlatformSuffix(HostPlatform);
}
public static string StaticGetFullName(UnrealTargetPlatform HostPlatform)
{
return "GatherRocket" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override void DoBuild(GUBP bp)
{
CommandUtils.DeleteDirectoryContents(OutputDir);
// Extract the editor headers
CommandUtils.UnzipFiles(GUBP.RootEditorNode.StaticGetArchivedHeadersPath(HostPlatform), CommandUtils.CmdEnv.LocalRoot);
// Extract all the headers for code target platforms
foreach(UnrealTargetPlatform CodeTargetPlatform in CodeTargetPlatforms)
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, CodeTargetPlatform);
string ZipFileName = GUBP.GamePlatformMonolithicsNode.StaticGetArchivedHeadersPath(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, CodeTargetPlatform);
CommandUtils.UnzipFiles(ZipFileName, CommandUtils.CmdEnv.LocalRoot);
}
// Copy the depot files to the output directory
FilterRocketNode FilterNode = (FilterRocketNode)BranchConfig.FindNode(FilterRocketNode.StaticGetFullName(HostPlatform));
CopyManifestFilesToOutput(FilterNode.DepotManifestPath, CommandUtils.CmdEnv.LocalRoot, OutputDir);
// Copy the stripped files to the output directory
foreach(KeyValuePair<string, string> StrippedManifestPath in FilterNode.StrippedNodeManifestPaths)
{
StripRocketNode StripNode = (StripRocketNode)BranchConfig.FindNode(StrippedManifestPath.Key);
CopyManifestFilesToOutput(StrippedManifestPath.Value, StripNode.StrippedDir, OutputDir);
}
// Copy the signed files to the output directory
foreach (KeyValuePair<string, string> SignedManifestPath in FilterNode.SignedNodeManifestPaths)
{
SignRocketNode SignNode = (SignRocketNode)BranchConfig.FindNode(SignedManifestPath.Key);
CopyManifestFilesToOutput(SignedManifestPath.Value, SignNode.SignedDir, OutputDir);
}
// Copy the DDC to the output directory
BuildDerivedDataCacheNode DerivedDataCacheNode = (BuildDerivedDataCacheNode)BranchConfig.FindNode(BuildDerivedDataCacheNode.StaticGetFullName(HostPlatform));
CopyManifestFilesToOutput(DerivedDataCacheNode.SavedManifestPath, DerivedDataCacheNode.SavedDir, OutputDir);
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
// Write InstalledBuild.txt to indicate Engine is installed
string InstalledBuildFile = CommandUtils.CombinePaths(OutputDir, "Engine/Build/InstalledBuild.txt");
CommandUtils.WriteAllText(InstalledBuildFile, "");
WriteRocketSpecificConfigSettings();
// Create a dummy build product
BuildProducts = new List<string>();
SaveRecordOfSuccessAndAddToBuildProducts();
}
static void CopyManifestFilesToOutput(string ManifestPath, string InputDir, string OutputDir)
{
// Read the files from the manifest
CommandUtils.Log("Reading manifest: '{0}'", ManifestPath);
string[] Files = CommandUtils.ReadAllLines(ManifestPath).Select(x => x.Trim()).Where(x => x.Length > 0).ToArray();
// Create lists of source and target files
CommandUtils.Log("Preparing file lists...");
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
var SourceFiles = Files.Select(x => CommandUtils.CombinePaths(InputDir, x)).ToList();
var TargetFiles = Files.Select(x => CommandUtils.CombinePaths(OutputDir, x)).ToList();
// Copy everything
CommandUtils.ThreadedCopyFiles(SourceFiles, TargetFiles);
}
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
public void WriteRocketSpecificConfigSettings()
{
string OutputEnginePath = Path.Combine(OutputDir, "Engine");
string OutputBaseEnginePath = Path.Combine(OutputEnginePath, "Config", "BaseEngine.ini");
FileAttributes OutputAttributes = FileAttributes.ReadOnly;
List<String> IniLines = new List<String>();
// Should always exist but if not, we don't need extra line
if (File.Exists(OutputBaseEnginePath))
{
OutputAttributes = File.GetAttributes(OutputBaseEnginePath);
IniLines.Add("");
}
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
// Create list of platform configurations installed in a Rocket build
List<InstalledPlatformInfo.InstalledPlatformConfiguration> InstalledConfigs = new List<InstalledPlatformInfo.InstalledPlatformConfiguration>();
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
foreach (UnrealTargetPlatform CodeTargetPlatform in CodeTargetPlatforms)
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2962397 on 2016/05/02 by Dmitriy.Dyomin Fixed: Crash generating LOD for a Landscape #jira UE-30144 Change 2962367 on 2016/05/01 by Zachary.Wilson Building lighting on QA-Effects #jira UE-29618 Change 2962363 on 2016/05/01 by Zachary.Wilson Updating Reflection Capture Test Content #jira UE-29618 Change 2962362 on 2016/05/01 by Benjamin.Hyder Built Lighting in QA-PostProcessing level #jira UE-29618 Change 2962361 on 2016/05/01 by Zachary.Wilson Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes. #jira UE-29618 Change 2962357 on 2016/05/01 by Benjamin.Hyder Built Lighting for Tm_SceneTexture #jira UE-29618 Change 2962356 on 2016/05/01 by Benjamin.Hyder Adding PlayerStart to TM-TranslucencyLghtingMode map #jira UE-29618 Change 2962351 on 2016/05/01 by Benjamin.Hyder Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels #jira UE-29618 Change 2962349 on 2016/05/01 by Benjamin.Hyder Correcting Planar Reflection in TM-Shadermodels #Jira UE-29618 Change 2962348 on 2016/05/01 by Benjamin.Hyder Adding Planar Reflection Test Case content to TM-Shadermodels #jira UE-29618 Change 2962347 on 2016/05/01 by Zachary.Wilson Adding testing content for Dual Normal Clfar Coat Material Expression #jira UE-29618 Change 2962340 on 2016/05/01 by Zachary.Wilson Adding testing content for engine scalability (WIP) #jira UE-29618 Change 2962173 on 2016/04/30 by Ben.Marsh Fix typo. Change 2962172 on 2016/04/30 by Ben.Marsh Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB. #jira UE-30156 Change 2961782 on 2016/04/29 by Mike.Beach Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel. #jira UE-30110 Change 2961780 on 2016/04/29 by Mike.Beach Guarding against interface arrays with null entries (null checking in property editor processing code). #jira UE-30015 Change 2961580 on 2016/04/29 by Owen.Stupka #jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2 Change 2961531 on 2016/04/29 by Ryan.Gerleve Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay. #jira UE-22047 Change 2961499 on 2016/04/29 by Marc.Audy Use accessor instead of variable directly. #jira UE-00000 Change 2961492 on 2016/04/29 by Chris.Babcock Android Vulkan dynamic loader with fallback to ES2 - works with either NDK r11c+ or VulkanSDK (does not require .so) #jira UEPLAT-1249 #jira UEMOB-103 #ue4 #android Change 2961462 on 2016/04/29 by Chris.Babcock Fix issue with stripping symbols for non-armv7 architectures #jira UE-30138 #android #ue4 Change 2961442 on 2016/04/29 by Marc.Audy Fix undo/redo of attachment between an IWCE and blueprint constructed component not working #jira UE-28948 Change 2961400 on 2016/04/29 by Samuel.Proctor Test assets for FiB test cases. #jira UE-29618 Change 2961382 on 2016/04/29 by Daniel.Lamb Fix for shadowed variables. #jira UE-29470 Change 2961319 on 2016/04/29 by mitchell.wilson #jira UE-29618 - Adding TM-LandscapeFoliage map Change 2961278 on 2016/04/29 by Chris.Babcock Fix 64-bit cast #jira UE-30132 #ue4 #android Change 2961263 on 2016/04/29 by Daniel.Lamb Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps. #jira UE-29470 Change 2961227 on 2016/04/29 by Taizyd.Korambayil #jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini Change 2961208 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961190 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961161 on 2016/04/29 by Gareth.Martin Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node. #jira UE-30032 Change 2961109 on 2016/04/29 by Keith.Judge Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was... #jira UEPLAT-1288 Change 2961055 on 2016/04/29 by Mike.Beach Mirroring CL 2961019: Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues. #jira UE-29940 Change 2961018 on 2016/04/29 by Rolando.Caloca UE4.12 - Compile fix for shipping #jira UE-30096 Change 2960921 on 2016/04/29 by Matthew.Griffin Updated AutoSDK used by Android so that arm64 will build Change 2960920 on 2016/04/29 by Martin.Wilson Missing files from 2960847 #jira ue-25715 Change 2960906 on 2016/04/29 by Peter.Sauerbrei added more explicit message when the deployment fails due to device not on provision #jira UE-19875 Change 2960869 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960847 on 2016/04/29 by Martin.Wilson Fix setting incorrect animation assets on anim player nodes. #jira ue-25715 Change 2960842 on 2016/04/29 by Keith.Judge Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them. #jira UEPLAT-1288 Change 2960841 on 2016/04/29 by Keith.Judge Xbox One - Make temporary buffers last for three frames. #jira UEPLAT-1288 Change 2960838 on 2016/04/29 by Keith.Judge Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it. #jira UEPLAT-1288 Change 2960834 on 2016/04/29 by Keith.Judge Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs. #jira UEPLAT-1288 Change 2960829 on 2016/04/29 by Keith.Judge Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr! #jira UEPLAT-1288 Change 2960826 on 2016/04/29 by Keith.Judge Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform. #jira UEPLAT-1288 Change 2960820 on 2016/04/29 by Keith.Judge Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960819 on 2016/04/29 by Marc.Audy Owned components are once again referenced by their Owning actor for GC purposes #jira UE-29131 Change 2960817 on 2016/04/29 by Keith.Judge Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960814 on 2016/04/29 by Keith.Judge Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960805 on 2016/04/29 by Keith.Judge Fix .ini.ini filename issue (duplicated fix from Dev-Platform). #jira UES-2270 Change 2960797 on 2016/04/29 by Mason.Seay Deleting asset associated with crashing map, just to be safe (neither are needed anymore) #jira UE-25215 Change 2960793 on 2016/04/29 by Mason.Seay Deleting map that's causing a crash #jira UE-25215 Change 2960774 on 2016/04/29 by Robert.Manuszewski (temp) Fix for missing packages after cooking. #jira UE-29876 Change 2960747 on 2016/04/29 by Jurre.deBaare Mac build fixes #jira abc-123 Change 2960739 on 2016/04/29 by Benn.Gallagher Use mesh update mode to update cloth rather than whether or not it was rendered. #jira UE-25934 Change 2960707 on 2016/04/29 by Jurre.deBaare HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module) #jira UE-24378 Change 2960704 on 2016/04/29 by Matthew.Griffin Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now) Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one #jira UEB-560 Change 2960694 on 2016/04/29 by Robert.Manuszewski Log free disk space when DirectoryWatcher's File Cache fails to move a file. #jira UE-24660 Change 2960687 on 2016/04/29 by Benn.Gallagher Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook) #jira UE-30053 Change 2960381 on 2016/04/28 by Chris.Babcock Handle movie playback not covering full surface #jira UE-28705 #ue4 #android Change 2960162 on 2016/04/28 by Ryan.Vance #jira UE-30099 Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future. We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency). Change 2960100 on 2016/04/28 by Andrew.Porter Removing old sub sequences. #jira UE-29618 Change 2959962 on 2016/04/28 by Peter.Sauerbrei fix for enabling InApp purchasing not enabling Online Subsystem IOS #jira UE-25512 Change 2959937 on 2016/04/28 by Patrick.Donovan Screen aligned UVs test material for QAGame for testing if they work in VR. #jira UE-29618 Change 2959914 on 2016/04/28 by Dan.Oconnor Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959859 on 2016/04/28 by Ryan.Gerleve Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE. #jira UE-26634 Change 2959856 on 2016/04/28 by Chris.Babcock Fix scaling on low-resolution devices in Match3 #jira UE-28706 #ue4 #match3 Change 2959839 on 2016/04/28 by Dan.Oconnor Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959836 on 2016/04/28 by Dan.Oconnor Remove unused local variable, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959829 on 2016/04/28 by Dan.Oconnor Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959817 on 2016/04/28 by Peter.Sauerbrei fix for parsing the IOS Device ID addition of iPhone SE (courtesy davidrpozesky, PR2307) addition of iPadPro 9.7 #jira UE-21921 Change 2959808 on 2016/04/28 by Nick.Darnell UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using. #jira ue-none Change 2959805 on 2016/04/28 by Chad.Taylor Merging //UE4/Dev-VR/Engine/... to //UE4/Release-4.12/Engine/... #jira UEBP-188 Change 2959798 on 2016/04/28 by Dan.Oconnor Manually integrate 2947850, also found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959796 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959785 from //UE4/Dev-Framework #jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances #tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing Change 2959793 on 2016/04/28 by Dan.Oconnor Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon. #jira UE-30058 Change 2959739 on 2016/04/28 by Ori.Cohen Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log. #JIRA UE-29932 Change 2959709 on 2016/04/28 by Nick.Darnell Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once. #jira UE-30087 Change 2959701 on 2016/04/28 by Nick.Darnell Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player. Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied. #jira UE-30085 Change 2959691 on 2016/04/28 by Nick.Darnell UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders. #jira UE-30084 Change 2959678 on 2016/04/28 by mason.seay Updated test sound cue asset, as it appeared to be partially filled out. Moved it out of developer folder. Also rebuilt lighting on associated test map. #jira UE-29618 Change 2959514 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959506 from //UE4/Dev-Framework #jira UE-30000 PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) #tests Playing another looping sound on an audio component will stop the previous looping sound. Change 2959486 on 2016/04/28 by Bob.Tellez Duplicating CL#2948431 from //Orion/Dev-General CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #JIRA UE-29625 #tests Ran editor Change 2959414 on 2016/04/28 by Chad.Taylor IStereoLayers API and Oculus Rift implementation #jira UEBP-185 Change 2959395 on 2016/04/28 by Taizyd.Korambayil #jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings Change 2959386 on 2016/04/28 by Richard.TalbotWatkin Replicated from CL 2959360 in //UE4/Dev-Editor/ Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered. #jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127] Change 2959377 on 2016/04/28 by Matthew.Griffin Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build #jira UE-30024 Change 2959367 on 2016/04/28 by Alexis.Matte #jira OR-20622 make sure LOD import Materials get map with LOD 0 material index Change 2959302 on 2016/04/28 by Jamie.Dale Removed invalid assert #jira UE-30042 Change 2959263 on 2016/04/28 by Peter.Sauerbrei fix for virtual joysticks showing up on tvOS removed usage of ES2 define for tvOS #jira UE-26122 Change 2959235 on 2016/04/28 by Taizyd.Korambayil #jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings Change 2959177 on 2016/04/28 by Thomas.Sarkanen Fixed curve names getting incorrectly duplicated when DuplicateObject was called Fixes crash when trying to convert curves to metadata after newly importing a sequence. #jira UE-29988 - Crash when converting custom curve to metadata in persona Change 2959170 on 2016/04/28 by Taizyd.Korambayil #jira UE-29683 Resaved Maps to Fix Build Warnings #jira UE-29685 #jira UE-29679 #jira UE-29684 Change 2959154 on 2016/04/28 by Dan.Bullard Added Media Player assets and added example to TM-ShaderModels. #jira UE-29618 Change 2959112 on 2016/04/28 by Jamie.Dale Fixed a long time IME crash that could happen under certain circumtances #jira OPP-5607 Change 2959086 on 2016/04/28 by Jamie.Dale Refreshing the editable text layout now makes sure the layout is up-to-date This addresses some update issues when the widget is being ticked, but not running a layout pass. #jira UE-30054 Change 2958927 on 2016/04/28 by Phillip.Kavan [UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set. #jira UE-30040 Change 2958730 on 2016/04/28 by Phillip.Kavan [UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport. #jira UE-23087 Change 2958566 on 2016/04/27 by Marcus.Wassmer Fix material preview and PostProcessAmbient #jira UE-29994 Change 2958459 on 2016/04/27 by mason.seay Test assets for Sound Class Override #jira UE-29618 Change 2958399 on 2016/04/27 by Owen.Stupka #jira UE-29924 Back out CL 2958355, change was in wrong position. Change 2958395 on 2016/04/27 by Aaron.McLeran Duplicating CL#2950482 from //UE4/Dev-Framework #jira FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. #tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates. Change 2958387 on 2016/04/27 by Aaron.McLeran Duplicating CL#2954865 from //UE4/Dev-Framework #jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. #tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device Change 2958381 on 2016/04/27 by Josh.Adams - Fixed compile error in IOSDeviceHelperMac.cpp #lockdown nick.penwarden #jira UE-30037 Change 2958355 on 2016/04/27 by Owen.Stupka #jira UE-29924 Fix for UAT issues on Mac. Change 2958351 on 2016/04/27 by Aaron.McLeran Duplicating CL#2957953 from //UE4/Dev-Framework #jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. #tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once Change 2958344 on 2016/04/27 by Taizyd.Korambayil #jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings Change 2958342 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating shot_002 to fix an issue with snapping. Change 2958315 on 2016/04/27 by Marc.Audy No longer use component pooling, but instead spawn Actors for thumbnail display #jira UE-17453 Change 2958289 on 2016/04/27 by Marc.Audy Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component #jira UE-30033 Change 2958280 on 2016/04/27 by Taizyd.Korambayil #jira UE-29723 Resaved Maps and Audio Files Change 2958237 on 2016/04/27 by Taizyd.Korambayil #jira UE-29687 Resaved Some Assets to Fix Build Warnings Change 2958176 on 2016/04/27 by Taizyd.Korambayil #jira UE-29701 Resaved Some Assets to Fix Build Warnings Change 2958172 on 2016/04/27 by Ori.Cohen Back out changelist 2955134 #JIRA UE-30030 Change 2958121 on 2016/04/27 by Taizyd.Korambayil #jira UE-29706 Resaved Some Assets to Fix Build Warnings Change 2958070 on 2016/04/27 by Peter.Sauerbrei fix for launch on to tvOS from PC properly filter out tvOS devices when launching to IOS and vice versa #jira UE-29928 Change 2958029 on 2016/04/27 by Andrew.Rodham Fixed SMenuAnchor::bIsCollapsedByParent not being respected #jira UE-30016 Change 2957962 on 2016/04/27 by Alexis.Matte #jira UE-29984 Pixel inspector crash Fix the viewport id Change 2957908 on 2016/04/27 by Andrew.Rodham Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer #jira UE-29171 Change 2957880 on 2016/04/27 by Peter.Sauerbrei fix for metal not being enabled in iOS 8 added some checks for bSupportsResourceOptions in Lock/Unlock #jira UE-29268 Change 2957860 on 2016/04/27 by Gareth.Martin Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters #jira UE-29471 Change 2957833 on 2016/04/27 by Taizyd.Korambayil #jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings Change 2957805 on 2016/04/27 by Max.Chen Sequencer: Fix crash in UMG when a property changes and there's no movie scene. #jira UE-30008 Change 2957803 on 2016/04/27 by Taizyd.Korambayil #jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings Change 2957799 on 2016/04/27 by Max.Chen Sequencer: Fix visibility track name so that it says "Visibility" #jira UE-29996 Change 2957777 on 2016/04/27 by Allan.Bentham Workaround ES31 HQ DoF producing no effect with vulkan rhi. #jira UE-30006 Change 2957763 on 2016/04/27 by Taizyd.Korambayil #jira UE-29678 Resaved Maps to Fix Build Errors Change 2957740 on 2016/04/27 by Taizyd.Korambayil #jira UE-29628 Resaved Maps to fix Build Warnings Change 2957713 on 2016/04/27 by Taizyd.Korambayil #jira UE-29715 Resaved Maps to Fix Build Warnings Change 2957678 on 2016/04/27 by Taizyd.Korambayil #jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings Change 2957627 on 2016/04/27 by Frank.Fella UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated #Jira UE-29319 #Jira UE-29321 Change 2957625 on 2016/04/27 by Taizyd.Korambayil #jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings Change 2957603 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing Change 2957577 on 2016/04/27 by Ben.Marsh EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out. Change 2957569 on 2016/04/27 by Maciej.Mroz #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true merged from Dev-Blueprints 2957564 Change 2957565 on 2016/04/27 by Taizyd.Korambayil #jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error Change 2957558 on 2016/04/27 by Matthew.Griffin Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files #jira UE-29899 Change 2957504 on 2016/04/27 by Marc.Audy Persist component instance data cache through blueprint construction that results in "disaster recovery mode" #jira UE-20385 Change 2957162 on 2016/04/26 by Dmitriy.Dyomin Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device #jira UE-25861 Change 2957117 on 2016/04/26 by Dan.Oconnor PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi) Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend #jira UE-29563 Change 2957057 on 2016/04/26 by Dan.Oconnor Tweak logic used to make variable nodes more accessible Motivation was PR#2202 by Lucyberad #jira UE-28802 Change 2956884 on 2016/04/26 by Jamie.Dale Removed an assert that can be triggered by certain IMEs #jira UE-19744 Change 2956876 on 2016/04/26 by Dan.Oconnor PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays) #jira UE-29495 Change 2956860 on 2016/04/26 by Max.Preussner Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973) #jira: UE-29973 Change 2956801 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues #jira UE-28140 Change 2956679 on 2016/04/26 by Andrew.Rodham Editor: Fixed not being able to switch between cinematic/default viewport types #jira UE-29942 Change 2956674 on 2016/04/26 by James.Fox Updated Blueprint Bitmask test asset to include Bitwise OR. #jira UE-29618 Change 2956573 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing #jira UE-28140 Change 2956572 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added alignment to buffer offsets depending on usage #jira UE-28140 Change 2956502 on 2016/04/26 by Peter.Sauerbrei fix for missing particles on iPhone 5 when compiling for size re-enable compile for size for Match 3 #jira UE-28721 Change 2956445 on 2016/04/26 by Taizyd.Korambayil #jira UE-29691 Resaved some Animation Assets to Fix Build Warnings Change 2956382 on 2016/04/26 by Taizyd.Korambayil #jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings Change 2956332 on 2016/04/26 by Patrick.Donovan Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled. #jira UE-29618 Change 2956301 on 2016/04/26 by Ben.Marsh Disable notification emails for warnings in Rocket sample builds. Change 2956264 on 2016/04/26 by Peter.Sauerbrei fix for binary release generation of bp-only project files for IOS on Mac #jira UE-29934 Change 2956247 on 2016/04/26 by Jurre.deBaare Fix for Mac compile #jira UE-123ABC Change 2956192 on 2016/04/26 by Jurre.deBaare - Changed signatures for merging static mesh (LOD index now incorporated in merge data structure) - Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels) - Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure - LightMap Index for merged static meshes is now set correctly - Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct - Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc #jira UE-28319 Change 2956183 on 2016/04/26 by mitchell.wilson #jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing Change 2956152 on 2016/04/26 by Lina.Halper - removed invalid ensure because it doesn't check recursive, it does have different value with validation #jira : UE-29945 Change 2956034 on 2016/04/26 by Andrew.Rodham Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present - This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state #jira UE-28073 Change 2956002 on 2016/04/26 by Taizyd.Korambayil #jira UE-29729 Resaved Blueprints to Fix Build Warnings Change 2955999 on 2016/04/26 by Max.Chen Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording. #jira UE-29841 Change 2955983 on 2016/04/26 by Andrew.Rodham Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project. #jira UE-29938 Change 2955979 on 2016/04/26 by Taizyd.Korambayil #jira UE-29728 Resaved Some assets to Fix Build Warnings Change 2955941 on 2016/04/26 by Taizyd.Korambayil #jira UE-29730 Resaved Maps to Fix Build Warnings Change 2955937 on 2016/04/26 by Andrew.Rodham Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class - This fixes issues caused by undersiable state being saved into the spawnable defaults Merged from //UE4/Dev-Sequencer/...@2952610 #jira UE-29774 Change 2955888 on 2016/04/26 by mitchell.wilson #jira UE-29618 Updating shots for sequencer testing Change 2955635 on 2016/04/26 by Max.Chen Sequencer: Fix filtering so that folders that contain filtered nodes will also appear. #jira UE-28213 [CL 2969385 by Matthew Griffin in Main branch]
2016-05-06 15:20:28 -04:00
// Build a list of precompiled architecture combinations for this platform if any
string[] Arches;
string[] GPUArches;
List<string> AllArchNames;
bool bFoundArches = GUBP.GamePlatformMonolithicsNode.PrecompiledArchitectures.TryGetValue(CodeTargetPlatform, out Arches);
bool bFoundGPUArches = GUBP.GamePlatformMonolithicsNode.PrecompiledGPUArchitectures.TryGetValue(CodeTargetPlatform, out GPUArches);
if (bFoundArches && Arches.Length > 0
&& bFoundGPUArches && GPUArches.Length > 0)
{
AllArchNames = (from Arch in Arches
from GPUArch in GPUArches
select "-" + Arch + "-" + GPUArch).ToList();
}
else if (bFoundArches && Arches.Length > 0)
{
AllArchNames = new List<string>(Arches);
}
else
{
AllArchNames = new List<string>();
}
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
// Bit of a hack to mark these platforms as available in any type of project
EProjectType ProjectType = EProjectType.Content;
if (HostPlatform == UnrealTargetPlatform.Mac)
{
if (CodeTargetPlatform == UnrealTargetPlatform.Mac
|| CodeTargetPlatform == UnrealTargetPlatform.IOS
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
|| CodeTargetPlatform == UnrealTargetPlatform.TVOS
|| CodeTargetPlatform == UnrealTargetPlatform.Linux
|| CodeTargetPlatform == UnrealTargetPlatform.Android
|| CodeTargetPlatform == UnrealTargetPlatform.HTML5)
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
{
ProjectType = EProjectType.Any;
}
}
else
{
if (CodeTargetPlatform == UnrealTargetPlatform.Win32
|| CodeTargetPlatform == UnrealTargetPlatform.Win64
|| CodeTargetPlatform == UnrealTargetPlatform.Android
|| CodeTargetPlatform == UnrealTargetPlatform.HTML5)
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
{
ProjectType = EProjectType.Any;
}
}
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
// Allow Content only platforms to be shown as options in all projects
bool bCanBeDisplayed = ProjectType == EProjectType.Content;
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
foreach (UnrealTargetConfiguration CodeTargetConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
{
// Need to check for development receipt as we use that for the Engine code in DebugGame
UnrealTargetConfiguration EngineConfiguration = (CodeTargetConfiguration == UnrealTargetConfiguration.DebugGame) ? UnrealTargetConfiguration.Development : CodeTargetConfiguration;
string Architecture = "";
var BuildPlatform = UEBuildPlatform.GetBuildPlatform(CodeTargetPlatform, true);
if (BuildPlatform != null)
{
Architecture = BuildPlatform.CreateContext(null).GetActiveArchitecture();
}
string ReceiptFileName = TargetReceipt.GetDefaultPath(OutputEnginePath, "UE4Game", CodeTargetPlatform, EngineConfiguration, Architecture);
if (File.Exists(ReceiptFileName))
{
// Strip the output folder so that this can be used on any machine
ReceiptFileName = new FileReference(ReceiptFileName).MakeRelativeTo(new DirectoryReference(OutputDir));
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2962397 on 2016/05/02 by Dmitriy.Dyomin Fixed: Crash generating LOD for a Landscape #jira UE-30144 Change 2962367 on 2016/05/01 by Zachary.Wilson Building lighting on QA-Effects #jira UE-29618 Change 2962363 on 2016/05/01 by Zachary.Wilson Updating Reflection Capture Test Content #jira UE-29618 Change 2962362 on 2016/05/01 by Benjamin.Hyder Built Lighting in QA-PostProcessing level #jira UE-29618 Change 2962361 on 2016/05/01 by Zachary.Wilson Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes. #jira UE-29618 Change 2962357 on 2016/05/01 by Benjamin.Hyder Built Lighting for Tm_SceneTexture #jira UE-29618 Change 2962356 on 2016/05/01 by Benjamin.Hyder Adding PlayerStart to TM-TranslucencyLghtingMode map #jira UE-29618 Change 2962351 on 2016/05/01 by Benjamin.Hyder Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels #jira UE-29618 Change 2962349 on 2016/05/01 by Benjamin.Hyder Correcting Planar Reflection in TM-Shadermodels #Jira UE-29618 Change 2962348 on 2016/05/01 by Benjamin.Hyder Adding Planar Reflection Test Case content to TM-Shadermodels #jira UE-29618 Change 2962347 on 2016/05/01 by Zachary.Wilson Adding testing content for Dual Normal Clfar Coat Material Expression #jira UE-29618 Change 2962340 on 2016/05/01 by Zachary.Wilson Adding testing content for engine scalability (WIP) #jira UE-29618 Change 2962173 on 2016/04/30 by Ben.Marsh Fix typo. Change 2962172 on 2016/04/30 by Ben.Marsh Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB. #jira UE-30156 Change 2961782 on 2016/04/29 by Mike.Beach Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel. #jira UE-30110 Change 2961780 on 2016/04/29 by Mike.Beach Guarding against interface arrays with null entries (null checking in property editor processing code). #jira UE-30015 Change 2961580 on 2016/04/29 by Owen.Stupka #jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2 Change 2961531 on 2016/04/29 by Ryan.Gerleve Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay. #jira UE-22047 Change 2961499 on 2016/04/29 by Marc.Audy Use accessor instead of variable directly. #jira UE-00000 Change 2961492 on 2016/04/29 by Chris.Babcock Android Vulkan dynamic loader with fallback to ES2 - works with either NDK r11c+ or VulkanSDK (does not require .so) #jira UEPLAT-1249 #jira UEMOB-103 #ue4 #android Change 2961462 on 2016/04/29 by Chris.Babcock Fix issue with stripping symbols for non-armv7 architectures #jira UE-30138 #android #ue4 Change 2961442 on 2016/04/29 by Marc.Audy Fix undo/redo of attachment between an IWCE and blueprint constructed component not working #jira UE-28948 Change 2961400 on 2016/04/29 by Samuel.Proctor Test assets for FiB test cases. #jira UE-29618 Change 2961382 on 2016/04/29 by Daniel.Lamb Fix for shadowed variables. #jira UE-29470 Change 2961319 on 2016/04/29 by mitchell.wilson #jira UE-29618 - Adding TM-LandscapeFoliage map Change 2961278 on 2016/04/29 by Chris.Babcock Fix 64-bit cast #jira UE-30132 #ue4 #android Change 2961263 on 2016/04/29 by Daniel.Lamb Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps. #jira UE-29470 Change 2961227 on 2016/04/29 by Taizyd.Korambayil #jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini Change 2961208 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961190 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961161 on 2016/04/29 by Gareth.Martin Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node. #jira UE-30032 Change 2961109 on 2016/04/29 by Keith.Judge Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was... #jira UEPLAT-1288 Change 2961055 on 2016/04/29 by Mike.Beach Mirroring CL 2961019: Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues. #jira UE-29940 Change 2961018 on 2016/04/29 by Rolando.Caloca UE4.12 - Compile fix for shipping #jira UE-30096 Change 2960921 on 2016/04/29 by Matthew.Griffin Updated AutoSDK used by Android so that arm64 will build Change 2960920 on 2016/04/29 by Martin.Wilson Missing files from 2960847 #jira ue-25715 Change 2960906 on 2016/04/29 by Peter.Sauerbrei added more explicit message when the deployment fails due to device not on provision #jira UE-19875 Change 2960869 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960847 on 2016/04/29 by Martin.Wilson Fix setting incorrect animation assets on anim player nodes. #jira ue-25715 Change 2960842 on 2016/04/29 by Keith.Judge Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them. #jira UEPLAT-1288 Change 2960841 on 2016/04/29 by Keith.Judge Xbox One - Make temporary buffers last for three frames. #jira UEPLAT-1288 Change 2960838 on 2016/04/29 by Keith.Judge Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it. #jira UEPLAT-1288 Change 2960834 on 2016/04/29 by Keith.Judge Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs. #jira UEPLAT-1288 Change 2960829 on 2016/04/29 by Keith.Judge Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr! #jira UEPLAT-1288 Change 2960826 on 2016/04/29 by Keith.Judge Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform. #jira UEPLAT-1288 Change 2960820 on 2016/04/29 by Keith.Judge Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960819 on 2016/04/29 by Marc.Audy Owned components are once again referenced by their Owning actor for GC purposes #jira UE-29131 Change 2960817 on 2016/04/29 by Keith.Judge Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960814 on 2016/04/29 by Keith.Judge Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960805 on 2016/04/29 by Keith.Judge Fix .ini.ini filename issue (duplicated fix from Dev-Platform). #jira UES-2270 Change 2960797 on 2016/04/29 by Mason.Seay Deleting asset associated with crashing map, just to be safe (neither are needed anymore) #jira UE-25215 Change 2960793 on 2016/04/29 by Mason.Seay Deleting map that's causing a crash #jira UE-25215 Change 2960774 on 2016/04/29 by Robert.Manuszewski (temp) Fix for missing packages after cooking. #jira UE-29876 Change 2960747 on 2016/04/29 by Jurre.deBaare Mac build fixes #jira abc-123 Change 2960739 on 2016/04/29 by Benn.Gallagher Use mesh update mode to update cloth rather than whether or not it was rendered. #jira UE-25934 Change 2960707 on 2016/04/29 by Jurre.deBaare HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module) #jira UE-24378 Change 2960704 on 2016/04/29 by Matthew.Griffin Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now) Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one #jira UEB-560 Change 2960694 on 2016/04/29 by Robert.Manuszewski Log free disk space when DirectoryWatcher's File Cache fails to move a file. #jira UE-24660 Change 2960687 on 2016/04/29 by Benn.Gallagher Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook) #jira UE-30053 Change 2960381 on 2016/04/28 by Chris.Babcock Handle movie playback not covering full surface #jira UE-28705 #ue4 #android Change 2960162 on 2016/04/28 by Ryan.Vance #jira UE-30099 Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future. We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency). Change 2960100 on 2016/04/28 by Andrew.Porter Removing old sub sequences. #jira UE-29618 Change 2959962 on 2016/04/28 by Peter.Sauerbrei fix for enabling InApp purchasing not enabling Online Subsystem IOS #jira UE-25512 Change 2959937 on 2016/04/28 by Patrick.Donovan Screen aligned UVs test material for QAGame for testing if they work in VR. #jira UE-29618 Change 2959914 on 2016/04/28 by Dan.Oconnor Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959859 on 2016/04/28 by Ryan.Gerleve Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE. #jira UE-26634 Change 2959856 on 2016/04/28 by Chris.Babcock Fix scaling on low-resolution devices in Match3 #jira UE-28706 #ue4 #match3 Change 2959839 on 2016/04/28 by Dan.Oconnor Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959836 on 2016/04/28 by Dan.Oconnor Remove unused local variable, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959829 on 2016/04/28 by Dan.Oconnor Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959817 on 2016/04/28 by Peter.Sauerbrei fix for parsing the IOS Device ID addition of iPhone SE (courtesy davidrpozesky, PR2307) addition of iPadPro 9.7 #jira UE-21921 Change 2959808 on 2016/04/28 by Nick.Darnell UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using. #jira ue-none Change 2959805 on 2016/04/28 by Chad.Taylor Merging //UE4/Dev-VR/Engine/... to //UE4/Release-4.12/Engine/... #jira UEBP-188 Change 2959798 on 2016/04/28 by Dan.Oconnor Manually integrate 2947850, also found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959796 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959785 from //UE4/Dev-Framework #jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances #tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing Change 2959793 on 2016/04/28 by Dan.Oconnor Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon. #jira UE-30058 Change 2959739 on 2016/04/28 by Ori.Cohen Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log. #JIRA UE-29932 Change 2959709 on 2016/04/28 by Nick.Darnell Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once. #jira UE-30087 Change 2959701 on 2016/04/28 by Nick.Darnell Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player. Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied. #jira UE-30085 Change 2959691 on 2016/04/28 by Nick.Darnell UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders. #jira UE-30084 Change 2959678 on 2016/04/28 by mason.seay Updated test sound cue asset, as it appeared to be partially filled out. Moved it out of developer folder. Also rebuilt lighting on associated test map. #jira UE-29618 Change 2959514 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959506 from //UE4/Dev-Framework #jira UE-30000 PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) #tests Playing another looping sound on an audio component will stop the previous looping sound. Change 2959486 on 2016/04/28 by Bob.Tellez Duplicating CL#2948431 from //Orion/Dev-General CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #JIRA UE-29625 #tests Ran editor Change 2959414 on 2016/04/28 by Chad.Taylor IStereoLayers API and Oculus Rift implementation #jira UEBP-185 Change 2959395 on 2016/04/28 by Taizyd.Korambayil #jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings Change 2959386 on 2016/04/28 by Richard.TalbotWatkin Replicated from CL 2959360 in //UE4/Dev-Editor/ Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered. #jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127] Change 2959377 on 2016/04/28 by Matthew.Griffin Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build #jira UE-30024 Change 2959367 on 2016/04/28 by Alexis.Matte #jira OR-20622 make sure LOD import Materials get map with LOD 0 material index Change 2959302 on 2016/04/28 by Jamie.Dale Removed invalid assert #jira UE-30042 Change 2959263 on 2016/04/28 by Peter.Sauerbrei fix for virtual joysticks showing up on tvOS removed usage of ES2 define for tvOS #jira UE-26122 Change 2959235 on 2016/04/28 by Taizyd.Korambayil #jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings Change 2959177 on 2016/04/28 by Thomas.Sarkanen Fixed curve names getting incorrectly duplicated when DuplicateObject was called Fixes crash when trying to convert curves to metadata after newly importing a sequence. #jira UE-29988 - Crash when converting custom curve to metadata in persona Change 2959170 on 2016/04/28 by Taizyd.Korambayil #jira UE-29683 Resaved Maps to Fix Build Warnings #jira UE-29685 #jira UE-29679 #jira UE-29684 Change 2959154 on 2016/04/28 by Dan.Bullard Added Media Player assets and added example to TM-ShaderModels. #jira UE-29618 Change 2959112 on 2016/04/28 by Jamie.Dale Fixed a long time IME crash that could happen under certain circumtances #jira OPP-5607 Change 2959086 on 2016/04/28 by Jamie.Dale Refreshing the editable text layout now makes sure the layout is up-to-date This addresses some update issues when the widget is being ticked, but not running a layout pass. #jira UE-30054 Change 2958927 on 2016/04/28 by Phillip.Kavan [UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set. #jira UE-30040 Change 2958730 on 2016/04/28 by Phillip.Kavan [UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport. #jira UE-23087 Change 2958566 on 2016/04/27 by Marcus.Wassmer Fix material preview and PostProcessAmbient #jira UE-29994 Change 2958459 on 2016/04/27 by mason.seay Test assets for Sound Class Override #jira UE-29618 Change 2958399 on 2016/04/27 by Owen.Stupka #jira UE-29924 Back out CL 2958355, change was in wrong position. Change 2958395 on 2016/04/27 by Aaron.McLeran Duplicating CL#2950482 from //UE4/Dev-Framework #jira FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. #tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates. Change 2958387 on 2016/04/27 by Aaron.McLeran Duplicating CL#2954865 from //UE4/Dev-Framework #jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. #tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device Change 2958381 on 2016/04/27 by Josh.Adams - Fixed compile error in IOSDeviceHelperMac.cpp #lockdown nick.penwarden #jira UE-30037 Change 2958355 on 2016/04/27 by Owen.Stupka #jira UE-29924 Fix for UAT issues on Mac. Change 2958351 on 2016/04/27 by Aaron.McLeran Duplicating CL#2957953 from //UE4/Dev-Framework #jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. #tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once Change 2958344 on 2016/04/27 by Taizyd.Korambayil #jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings Change 2958342 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating shot_002 to fix an issue with snapping. Change 2958315 on 2016/04/27 by Marc.Audy No longer use component pooling, but instead spawn Actors for thumbnail display #jira UE-17453 Change 2958289 on 2016/04/27 by Marc.Audy Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component #jira UE-30033 Change 2958280 on 2016/04/27 by Taizyd.Korambayil #jira UE-29723 Resaved Maps and Audio Files Change 2958237 on 2016/04/27 by Taizyd.Korambayil #jira UE-29687 Resaved Some Assets to Fix Build Warnings Change 2958176 on 2016/04/27 by Taizyd.Korambayil #jira UE-29701 Resaved Some Assets to Fix Build Warnings Change 2958172 on 2016/04/27 by Ori.Cohen Back out changelist 2955134 #JIRA UE-30030 Change 2958121 on 2016/04/27 by Taizyd.Korambayil #jira UE-29706 Resaved Some Assets to Fix Build Warnings Change 2958070 on 2016/04/27 by Peter.Sauerbrei fix for launch on to tvOS from PC properly filter out tvOS devices when launching to IOS and vice versa #jira UE-29928 Change 2958029 on 2016/04/27 by Andrew.Rodham Fixed SMenuAnchor::bIsCollapsedByParent not being respected #jira UE-30016 Change 2957962 on 2016/04/27 by Alexis.Matte #jira UE-29984 Pixel inspector crash Fix the viewport id Change 2957908 on 2016/04/27 by Andrew.Rodham Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer #jira UE-29171 Change 2957880 on 2016/04/27 by Peter.Sauerbrei fix for metal not being enabled in iOS 8 added some checks for bSupportsResourceOptions in Lock/Unlock #jira UE-29268 Change 2957860 on 2016/04/27 by Gareth.Martin Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters #jira UE-29471 Change 2957833 on 2016/04/27 by Taizyd.Korambayil #jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings Change 2957805 on 2016/04/27 by Max.Chen Sequencer: Fix crash in UMG when a property changes and there's no movie scene. #jira UE-30008 Change 2957803 on 2016/04/27 by Taizyd.Korambayil #jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings Change 2957799 on 2016/04/27 by Max.Chen Sequencer: Fix visibility track name so that it says "Visibility" #jira UE-29996 Change 2957777 on 2016/04/27 by Allan.Bentham Workaround ES31 HQ DoF producing no effect with vulkan rhi. #jira UE-30006 Change 2957763 on 2016/04/27 by Taizyd.Korambayil #jira UE-29678 Resaved Maps to Fix Build Errors Change 2957740 on 2016/04/27 by Taizyd.Korambayil #jira UE-29628 Resaved Maps to fix Build Warnings Change 2957713 on 2016/04/27 by Taizyd.Korambayil #jira UE-29715 Resaved Maps to Fix Build Warnings Change 2957678 on 2016/04/27 by Taizyd.Korambayil #jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings Change 2957627 on 2016/04/27 by Frank.Fella UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated #Jira UE-29319 #Jira UE-29321 Change 2957625 on 2016/04/27 by Taizyd.Korambayil #jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings Change 2957603 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing Change 2957577 on 2016/04/27 by Ben.Marsh EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out. Change 2957569 on 2016/04/27 by Maciej.Mroz #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true merged from Dev-Blueprints 2957564 Change 2957565 on 2016/04/27 by Taizyd.Korambayil #jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error Change 2957558 on 2016/04/27 by Matthew.Griffin Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files #jira UE-29899 Change 2957504 on 2016/04/27 by Marc.Audy Persist component instance data cache through blueprint construction that results in "disaster recovery mode" #jira UE-20385 Change 2957162 on 2016/04/26 by Dmitriy.Dyomin Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device #jira UE-25861 Change 2957117 on 2016/04/26 by Dan.Oconnor PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi) Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend #jira UE-29563 Change 2957057 on 2016/04/26 by Dan.Oconnor Tweak logic used to make variable nodes more accessible Motivation was PR#2202 by Lucyberad #jira UE-28802 Change 2956884 on 2016/04/26 by Jamie.Dale Removed an assert that can be triggered by certain IMEs #jira UE-19744 Change 2956876 on 2016/04/26 by Dan.Oconnor PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays) #jira UE-29495 Change 2956860 on 2016/04/26 by Max.Preussner Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973) #jira: UE-29973 Change 2956801 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues #jira UE-28140 Change 2956679 on 2016/04/26 by Andrew.Rodham Editor: Fixed not being able to switch between cinematic/default viewport types #jira UE-29942 Change 2956674 on 2016/04/26 by James.Fox Updated Blueprint Bitmask test asset to include Bitwise OR. #jira UE-29618 Change 2956573 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing #jira UE-28140 Change 2956572 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added alignment to buffer offsets depending on usage #jira UE-28140 Change 2956502 on 2016/04/26 by Peter.Sauerbrei fix for missing particles on iPhone 5 when compiling for size re-enable compile for size for Match 3 #jira UE-28721 Change 2956445 on 2016/04/26 by Taizyd.Korambayil #jira UE-29691 Resaved some Animation Assets to Fix Build Warnings Change 2956382 on 2016/04/26 by Taizyd.Korambayil #jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings Change 2956332 on 2016/04/26 by Patrick.Donovan Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled. #jira UE-29618 Change 2956301 on 2016/04/26 by Ben.Marsh Disable notification emails for warnings in Rocket sample builds. Change 2956264 on 2016/04/26 by Peter.Sauerbrei fix for binary release generation of bp-only project files for IOS on Mac #jira UE-29934 Change 2956247 on 2016/04/26 by Jurre.deBaare Fix for Mac compile #jira UE-123ABC Change 2956192 on 2016/04/26 by Jurre.deBaare - Changed signatures for merging static mesh (LOD index now incorporated in merge data structure) - Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels) - Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure - LightMap Index for merged static meshes is now set correctly - Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct - Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc #jira UE-28319 Change 2956183 on 2016/04/26 by mitchell.wilson #jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing Change 2956152 on 2016/04/26 by Lina.Halper - removed invalid ensure because it doesn't check recursive, it does have different value with validation #jira : UE-29945 Change 2956034 on 2016/04/26 by Andrew.Rodham Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present - This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state #jira UE-28073 Change 2956002 on 2016/04/26 by Taizyd.Korambayil #jira UE-29729 Resaved Blueprints to Fix Build Warnings Change 2955999 on 2016/04/26 by Max.Chen Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording. #jira UE-29841 Change 2955983 on 2016/04/26 by Andrew.Rodham Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project. #jira UE-29938 Change 2955979 on 2016/04/26 by Taizyd.Korambayil #jira UE-29728 Resaved Some assets to Fix Build Warnings Change 2955941 on 2016/04/26 by Taizyd.Korambayil #jira UE-29730 Resaved Maps to Fix Build Warnings Change 2955937 on 2016/04/26 by Andrew.Rodham Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class - This fixes issues caused by undersiable state being saved into the spawnable defaults Merged from //UE4/Dev-Sequencer/...@2952610 #jira UE-29774 Change 2955888 on 2016/04/26 by mitchell.wilson #jira UE-29618 Updating shots for sequencer testing Change 2955635 on 2016/04/26 by Max.Chen Sequencer: Fix filtering so that folders that contain filtered nodes will also appear. #jira UE-28213 [CL 2969385 by Matthew Griffin in Main branch]
2016-05-06 15:20:28 -04:00
// If we have precompiled architectures for this platform then add an entry for each of these -
// there isn't a receipt for each architecture like some other platforms
if (AllArchNames.Count > 0)
{
foreach (string Arch in AllArchNames)
{
InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(CodeTargetConfiguration, CodeTargetPlatform, TargetRules.TargetType.Game, Arch, ReceiptFileName, ProjectType, bCanBeDisplayed));
}
}
else
{
InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(CodeTargetConfiguration, CodeTargetPlatform, TargetRules.TargetType.Game, Architecture, ReceiptFileName, ProjectType, bCanBeDisplayed));
}
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
}
}
}
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
UnrealBuildTool.InstalledPlatformInfo.WriteConfigFileEntries(InstalledConfigs, ref IniLines);
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
// Write Rocket specific Analytics settings
IniLines.Add("");
IniLines.Add("[Analytics]");
IniLines.Add("UE4TypeOverride=Rocket");
// Make sure we can write to the the config file
File.SetAttributes(OutputBaseEnginePath, OutputAttributes & ~FileAttributes.ReadOnly);
File.AppendAllLines(OutputBaseEnginePath, IniLines);
File.SetAttributes(OutputBaseEnginePath, OutputAttributes);
}
}
public class PublishRocketNode : GUBP.HostPlatformNode
{
string LocalDir;
string PublishDir;
public PublishRocketNode(UnrealTargetPlatform HostPlatform, string InLocalDir, string InPublishDir) : base(HostPlatform)
{
LocalDir = InLocalDir;
PublishDir = InPublishDir;
AddDependency(GatherRocketNode.StaticGetFullName(HostPlatform));
AgentSharingGroup = "RocketGroup" + StaticGetHostPlatformSuffix(HostPlatform);
}
public static string StaticGetFullName(UnrealTargetPlatform HostPlatform)
{
return "PublishRocket" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override void DoBuild(GUBP bp)
{
// Create a zip file containing the install
string FullZipFileName = Path.Combine(CommandUtils.CmdEnv.LocalRoot, "FullInstall" + StaticGetHostPlatformSuffix(HostPlatform) + ".zip");
CommandUtils.Log("Creating {0}...", FullZipFileName);
CommandUtils.ZipFiles(FullZipFileName, LocalDir, new FileFilter(FileFilterType.Include));
// Create a filter for the files we need just to run the editor
FileFilter EditorFilter = new FileFilter(FileFilterType.Include);
EditorFilter.Exclude("/Engine/Binaries/...");
EditorFilter.Include("/Engine/Binaries/DotNET/...");
EditorFilter.Include("/Engine/Binaries/ThirdParty/...");
EditorFilter.Include("/Engine/Binaries/" + HostPlatform.ToString() + "/...");
EditorFilter.Exclude("/Engine/Binaries/.../*.lib");
EditorFilter.Exclude("/Engine/Binaries/.../*.a");
EditorFilter.Exclude("/Engine/Extras/...");
EditorFilter.Exclude("/Engine/Source/.../Private/...");
EditorFilter.Exclude("/FeaturePacks/...");
EditorFilter.Exclude("/Samples/...");
EditorFilter.Exclude("/Templates/...");
EditorFilter.Exclude("*.pdb");
// Create a zip file containing the editor install
string EditorZipFileName = Path.Combine(CommandUtils.CmdEnv.LocalRoot, "EditorInstall" + StaticGetHostPlatformSuffix(HostPlatform) + ".zip");
CommandUtils.Log("Creating {0}...", EditorZipFileName);
CommandUtils.ZipFiles(EditorZipFileName, LocalDir, EditorFilter);
// Copy the files to their final location
CommandUtils.Log("Copying files to {0}", PublishDir);
InternalUtils.Robust_CopyFile(FullZipFileName, Path.Combine(PublishDir, Path.GetFileName(FullZipFileName)));
InternalUtils.Robust_CopyFile(EditorZipFileName, Path.Combine(PublishDir, Path.GetFileName(EditorZipFileName)));
CommandUtils.DeleteFile(FullZipFileName);
CommandUtils.DeleteFile(EditorZipFileName);
// Save a record of success
BuildProducts = new List<string>();
SaveRecordOfSuccessAndAddToBuildProducts();
}
}
public class PublishRocketSymbolsNode : GUBP.HostPlatformNode
{
GUBP.GUBPBranchConfig BranchConfig;
string SymbolsOutputDir;
public PublishRocketSymbolsNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform HostPlatform, IEnumerable<UnrealTargetPlatform> TargetPlatforms, string InSymbolsOutputDir) : base(HostPlatform)
{
BranchConfig = InBranchConfig;
SymbolsOutputDir = InSymbolsOutputDir;
AddDependency(GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2835147) ========================== MAJOR FEATURES + CHANGES ========================== Change 2817214 on 2016/01/06 by mason.seay Adjusted Walkable Slope Override for mesh #jira UE-24473 Change 2817384 on 2016/01/06 by Michael.Schoell Crash fix when selecting a variable node for a variable that is not owned by a Blueprint. #jira UE-24958 - Crash when getting the sequence player in level blueprint Change 2817438 on 2016/01/06 by Max.Chen Sequencer: Add option to specify position of material name from the movie scene capture interface. For example, MovieCapture_{material}_{width}x{height}.{frame} will create files like this: MovieCapture_FinalImage_1920x1080.0010.exr #rb Andrew.Rodham #jira UE-24926 Change 2817459 on 2016/01/06 by Marc.Audy PR #1679: Move MinRespawnDelay to virtual method AController::GetMinRespawnDelay() (Contributed by bozaro) #jira UE-22309 Change 2817472 on 2016/01/06 by Ben.Marsh Always run UHT in unattended mode from UBT; we don't want it opening any dialogs. Match3 is currently missing a plugin, and it's causing builds to time out. Change 2817473 on 2016/01/06 by Marc.Audy PR #1644: Improve "SpawnActor failed because the spawned actor IsPendingKill" error message (Contributed by slonopotamus) #jira UE-21911 Change 2817533 on 2016/01/06 by Lauren.Ridge Fixing Match3 not compiling in Debug (removed two checks on TileLibrary) #jira UE-25004 Change 2817625 on 2016/01/06 by Taizyd.Korambayil #jira UE-19659 Reimported Template Animations with Proper Skeletons Change 2817647 on 2016/01/06 by Lukasz.Furman replaced ensure during initialization of blackboard based behavior tree task with log warning #ue4 #jira UE-24448 #rb Mieszko.Zielinski Change 2817648 on 2016/01/06 by Lukasz.Furman fixed broken rendering component of navmesh actor after delete-undo operation #ue4 #jira UE-24446 #rb Mieszko.Zielinski Change 2817688 on 2016/01/06 by Taizyd.Korambayil #jira UE-22347 Fixed Message Warnings on Startup Change 2817815 on 2016/01/06 by Jamie.Dale Multiple fixes when editing right-to-left text - Text is now shaped over the entire line to allow rich-text and selected text to be shaped correctly across block boundaries. - Text layout highlights are now able to correctly handle bi-directional and right-to-left text. - Text picking can now handle bi-directional and right-to-left text. - Text picking can now pick the individual characters that make up a ligature glyph. - The caret now draws on the logical (rather than visual) side of the glyph (to handle right-to-left text). - Glyph clusters (multiple glyphs produced from a single character) are now treated as a single logical glyph. - Optimized some of the FShapedGlyphSequence to allow an early out once they've found and processed the start and end glyphs. #jira UE-25013 Change 2817828 on 2016/01/06 by Nick.Darnell Editor - Fixing the OpenLauncher call to be take a structure to allow us to customize it more, and to properly handle the silent command the way we're planning to handle it in the launcher. #jira UE-24563 Change 2818052 on 2016/01/06 by Nick.Darnell Editor - Adding another application check for the launcher to catch the current app name on mac. #jira UE-24563 Change 2818149 on 2016/01/06 by Taizyd.Korambayil #jira UE-19097 Adjusted FirstPerson Pawn, so that Camera doesnt clip the Arm Mesh Change 2818360 on 2016/01/06 by Chris.Babcock Fix reading from ini sections not cached after build system changes for 4.11 #jira UE-25027 #ue4 #android Change 2818369 on 2016/01/06 by Ryan.Vance #jira UE-24976 Adding tessellation support to instanced stereo Change 2818999 on 2016/01/07 by Robert.Manuszewski UHT will no longer try to load game-only plugins. #jira UE-25032 - Changed module type RuntimeNoProgram to RuntimeAndProgram so that bu default Runtime plugin modules won't be loaded by programs - Added better error message when UHT's PreInit fails Change 2819064 on 2016/01/07 by Richard.Hinckley #jira UE-24694 Fixing array usage in 4.11 stream. Change 2819067 on 2016/01/07 by Ori.Cohen When editor tries to spawn a physics asset we automatically load the needed skeletal mesh #rb Matt.K #JIRA UE-24165
2016-01-22 08:13:18 -05:00
if (WaitToMakeRocketBuild.ShouldAddTrigger(InBranchConfig))
{
AddPseudodependency(WaitToMakeRocketBuild.StaticGetFullName());
}
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if(HostPlatform == RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform))
{
bool bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(HostPlatform, TargetPlatform);
AddDependency(GUBP.GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, Precompiled: bIsCodeTargetPlatform));
}
}
AgentSharingGroup = "RocketGroup" + StaticGetHostPlatformSuffix(HostPlatform);
}
public static string StaticGetFullName(UnrealTargetPlatform HostPlatform)
{
return "PublishRocketSymbols" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override void DoBuild(GUBP bp)
{
if (RocketBuild.ShouldDoSeriousThingsLikeP4CheckinAndPostToMCP(BranchConfig))
{
// Make a lookup for all the known debug extensions, and filter all the dependency build products against that
HashSet<string> DebugExtensions = new HashSet<string>(Platform.Platforms.Values.SelectMany(x => x.GetDebugFileExtentions()).Distinct().ToArray(), StringComparer.InvariantCultureIgnoreCase);
foreach(string InputFileName in AllDependencyBuildProducts)
{
string Extension = Path.GetExtension(InputFileName);
if(DebugExtensions.Contains(Extension) || Extension == ".exe" || Extension == ".dll") // Need all windows build products for crash reporter
{
string OutputFileName = CommandUtils.MakeRerootedFilePath(InputFileName, CommandUtils.CmdEnv.LocalRoot, SymbolsOutputDir);
InternalUtils.Robust_CopyFile(InputFileName, OutputFileName);
}
}
}
// Add a dummy build product
BuildProducts = new List<string>();
SaveRecordOfSuccessAndAddToBuildProducts();
}
}
public class BuildDerivedDataCacheNode : GUBP.HostPlatformNode
{
GUBP.GUBPBranchConfig BranchConfig;
string TargetPlatforms;
string[] ProjectNames;
public readonly string SavedDir;
public readonly string SavedManifestPath;
public BuildDerivedDataCacheNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, string InTargetPlatforms, string[] InProjectNames)
: base(InHostPlatform)
{
BranchConfig = InBranchConfig;
TargetPlatforms = InTargetPlatforms;
ProjectNames = InProjectNames;
SavedDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", HostPlatform.ToString());
SavedManifestPath = CommandUtils.CombinePaths(SavedDir, "DerivedDataCacheManifest.txt");
AddDependency(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "BuildDerivedDataCache" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public override int CISFrequencyQuantumShift(GUBP.GUBPBranchConfig BranchConfig)
{
return base.CISFrequencyQuantumShift(BranchConfig) + 2;
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override void DoBuild(GUBP bp)
{
CommandUtils.CreateDirectory(SavedDir);
BuildProducts = new List<string>();
List<string> ManifestFiles = new List<string>();
if(!bp.ParseParam("NoDDC"))
{
// Find all the projects we're interested in
List<BranchInfo.BranchUProject> Projects = new List<BranchInfo.BranchUProject>();
foreach(string ProjectName in ProjectNames)
{
BranchInfo.BranchUProject Project = BranchConfig.Branch.FindGameChecked(ProjectName);
if(!Project.Properties.bIsCodeBasedProject)
{
Projects.Add(Project);
}
}
// Filter out the files we need to build DDC. Removing confidential folders can affect DDC keys, so we want to be sure that we're making DDC with a build that can use it.
FileFilter Filter = new FileFilter(FileFilterType.Exclude);
Filter.AddRuleForFiles(AllDependencyBuildProducts, CommandUtils.CmdEnv.LocalRoot, FileFilterType.Include);
FilterRocketNode.AddRuleForRuntimeDependencies(Filter, AllDependencyBuildProducts, FileFilterType.Include);
Filter.ReadRulesFromFile(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Build", "InstalledEngineFilters.ini"), "CopyEditor", HostPlatform.ToString());
Filter.Exclude("/Engine/Build/...");
Filter.Exclude("/Engine/Extras/...");
Filter.Exclude("/Engine/DerivedDataCache/...");
Filter.Exclude("/Samples/...");
Filter.Exclude("/Templates/...");
Filter.Include("/Templates/TemplateResources/...");
Filter.Exclude(".../Source/...");
Filter.Exclude(".../Intermediate/...");
Filter.ExcludeConfidentialPlatforms();
Filter.ExcludeConfidentialFolders();
Filter.Include("/Engine/Build/NotForLicensees/EpicInternal.txt");
Filter.Include("/Engine/Binaries/.../*DDCUtils*"); // Make sure we can use the shared DDC!
// Copy everything to a temporary directory
string TempDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "RocketDDC", CommandUtils.GetGenericPlatformName(HostPlatform));
CommandUtils.DeleteDirectoryContents(TempDir);
CommandUtils.ThreadedCopyFiles(CommandUtils.CmdEnv.LocalRoot, TempDir, Filter, true);
// Get paths to everything within the temporary directory
string EditorExe = CommandUtils.GetEditorCommandletExe(TempDir, HostPlatform);
string RelativePakPath = "Engine/DerivedDataCache/Compressed.ddp";
string OutputPakFile = CommandUtils.CombinePaths(TempDir, RelativePakPath);
string OutputCsvFile = Path.ChangeExtension(OutputPakFile, ".csv");
// Generate DDC for all the non-code projects. We don't necessarily have editor DLLs for the code projects, but they should be the same as their blueprint counterparts.
List<string> ProjectPakFiles = new List<string>();
foreach(BranchInfo.BranchUProject Project in Projects)
{
CommandUtils.Log("Generating DDC data for {0} on {1}", Project.GameName, TargetPlatforms);
CommandUtils.DDCCommandlet(Project.FilePath, EditorExe, null, TargetPlatforms, "-fill -DDC=CreateInstalledEnginePak -ProjectOnly");
string ProjectPakFile = CommandUtils.CombinePaths(Path.GetDirectoryName(OutputPakFile), String.Format("Compressed-{0}.ddp", Project.GameName));
CommandUtils.DeleteFile(ProjectPakFile);
CommandUtils.RenameFile(OutputPakFile, ProjectPakFile);
string ProjectCsvFile = Path.ChangeExtension(ProjectPakFile, ".csv");
CommandUtils.DeleteFile(ProjectCsvFile);
CommandUtils.RenameFile(OutputCsvFile, ProjectCsvFile);
ProjectPakFiles.Add(Path.GetFileName(ProjectPakFile));
}
// Generate DDC for the editor, and merge all the other PAK files in
CommandUtils.Log("Generating DDC data for engine content on {0}", TargetPlatforms);
CommandUtils.DDCCommandlet(null, EditorExe, null, TargetPlatforms, "-fill -DDC=CreateInstalledEnginePak " + CommandUtils.MakePathSafeToUseWithCommandLine("-MergePaks=" + String.Join("+", ProjectPakFiles)));
// Copy the DDP file to the output path
string SavedPakFile = CommandUtils.CombinePaths(SavedDir, RelativePakPath);
CommandUtils.CopyFile(OutputPakFile, SavedPakFile);
BuildProducts.Add(SavedPakFile);
// Add the pak file to the list of files to copy
ManifestFiles.Add(RelativePakPath);
}
CommandUtils.WriteAllLines(SavedManifestPath, ManifestFiles.ToArray());
BuildProducts.Add(SavedManifestPath);
SaveRecordOfSuccessAndAddToBuildProducts();
}
public override float Priority()
{
return base.Priority() + 55.0f;
}
}
}